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Full Version: A Second Perspective: An In-Depth History of Stereoscopy in Dolphin
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A new article has been published on the Dolphin blog, detailing the history and functionality of stereoscopy in Dolphin. It's a technical one, so I hope everyone is ready for an article with some meat!

[Image: 3dsupportheadermini.png]

https://dolphin-emu.org/blog/2015/05/13/a-second-perspective/


Feel free to comment on the article in this thread.

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Also for individuals that want to know.
The minimum requirement is OpenGL 3.3 for stereo rendering with desktop OpenGL.
For OpenGL ES the minimum requirements is OpenGL ES 3.1 and the Android Extension Pack. https://www.khronos.org/registry/gles/extensions/ANDROID/ANDROID_extension_pack_es31a.txt
Also for individuals that want to know. All available desktop GPUs which are able to run dolphin at all also provides OpenGL 3.3. So there is no new requirement for stereo rendering.

uwot

I was sitting behind Armada on CG lecture when he was there writing down notes for one of his 3d support commits 8)
@uwot You should have sit behind him on IRC instead Wink
Great article, and I didn't know there were so many complications along the way after getting exclusive fullscreen support.

I play GC and Wii games in 3D 99.99% of the time, with 3D Vision 2. It's what inspired me to port the Zelda Ocarina of Time HD texture pack to Dolphin. High resolution rendering and HD textures? Most Nintendo 64 emulators have that since many years ago. But widescreen hacks and 3D (and fps codes later) is what makes Dolphin the superior experience for that game (or any game playable in Dolphin in general).

Super Mario Galaxy 1 and 2 also look great in 3D. With all the jumps from planet to planet, it looks like they were made with 3D in mind (Mario sometimes flies in front of your face).

Edit: one feature that would be very useful is switching convergence profiles when pressing a key/button. For example, aiming in the Zelda games in first person is hard, aside from the hookshot (its red point renders at the depth of where you're aiming). Many Helixmod fixes for PC games do that. I use it in Borderlands 2, for example.
(05-14-2015, 03:16 AM)uwot Wrote: [ -> ]I was sitting behind Armada on CG lecture when he was there writing down notes for one of his 3d support commits 8)

Too bad I didn't have time to finish those CG lectures, they did set my mind straight on how the clipping space works.

pixelshop3

Are there any plans to implement interlaced passive 3D as a possible 3D option? Currently the only option that works is having TriDef hook into Dolphin, which turns it into a ticking time-bomb for a graphics related crash.
(05-14-2015, 07:42 AM)pixelshop3 Wrote: [ -> ]Are there any plans to implement interlaced passive 3D as a possible 3D option? Currently the only option that works is having TriDef hook into Dolphin, which turns it into a ticking time-bomb for a graphics related crash.

Definitely! I was considering that as a stereoscopic 3D mode but I haven't been able to do it yet out of time constraints. It shouldn't be that difficult to do, it can be implemented as a custom stereo shader even. If you want to help out, join me on IRC.
I think Ishiiruka-Dolphin already has a working implementation of interlaced stereo 3D.

It even has post-processing support for the Direct3D11 backend.

I'd love to see those two features ported to Dolphin-master.
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