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Quote:I really wish some of these features were made as PRs for Master instead of branches where I don't know about them.
Pretty sure that's one of the goals! Having stereoscopy being pulled upstream really leaves a tie-in for the Oculus to be 'another' interface rather than 'the' interface, which it's kind of set up as in Dolphin VR. With a bit more abstraction, HMD-independent VR could be in upstream Dolphin.
I really hope that happens! I'm excited about the VR stuff, I really am. I just have no way of using it as of this moment, and keeping tabs on how Dolphin Master is moving is too much already!
(12-13-2014, 01:40 PM)JMC47 Wrote: [ -> ]I really wish some of these features were made as PRs for Master instead of branches where I don't know about them.
Don't worry, that's definitely my goal! Problem is, I'm coding so much and iterating so many things so frequently that I haven't submitted pull requests because most features are in flux. I'm hoping it will be in a stable steady state sometime in the near future, and I can try and get things integrated into the Master

.
Okay, so Carl recently fixed stereoscopic rendering using the Rift, but through Dolphin's stereoscopic rendering. It works great! MSAA is still non-functional, but that's to be expected (as it appears to be unimplemented). It's also much faster now.
(12-15-2014, 05:24 AM)jimbo1qaz Wrote: [ -> ]Yes.
Are you using a high-DPI screen?
No.
Also, is it normal for the shader to have an empty options screen, meaning no configurable stereo separation?
(12-15-2014, 05:30 AM)jimbo1qaz Wrote: [ -> ]No.
Also, is it normal for the shader to have an empty options screen, meaning no configurable stereo separation?
When selecting Anaglyph mode the post-processing options are disabled, you shouldn't be able to access the options screen of the shader.
Can you give me the build number you're running?
Some old version.
I tested title screen 4643 w/o savestates and same result.
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