I hope with VR support you guys can eventually correct that chromatic aberration/distortion.
What i'd really love though is to simply use the VR headset as a 3D headset and let the game camera control normally.
I hope games that support the rift have this option too.
I don't care much about head positioning and looking around (Aside from games where it can really make a difference, like PCARS and other racing games. A competitive MP game maybe) as much as I simply care for the immersion of 3D. And an enclosed headset is perfect for this!
(05-14-2015, 11:55 PM)BONKERS Wrote: [ -> ]I hope with VR support you guys can eventually correct that chromatic aberration/distortion.
What i'd really love though is to simply use the VR headset as a 3D headset and let the game camera control normally.
I hope games that support the rift have this option too.
I don't care much about head positioning and looking around (Aside from games where it can really make a difference, like PCARS and other racing games. A competitive MP game maybe) as much as I simply care for the immersion of 3D. And an enclosed headset is perfect for this!
I know at least one person who would also enjoy this and I definitely see it as a possible feature. The game would be projected on a virtual 3D monitor at some distance from the player but you'll still be able to look around some kind of virtual space to prevent motion sickness.
We could even take it a step further and with the convergence option we could allow close-by objects to actually be projected in front of this virtual screen. That way you can finally get 3D the way it has always been promised, with objects really popping out of the screen.
Exclusive fullscreen greatly reduces latency, but will (WASAPI) exclusive audio be implemented in the future for even less latency.
EDIT: Thank you, Armarda, for all your hard work.
Sorry, I was having a rough day with other things, and didn't appreciate the take-down of Dolphin VR, and the release of your own version without letting me help.
(05-15-2015, 01:31 PM)CarlKenner Wrote: [ -> ]F*** you too, Armarda.
What the? Where did that come from? Do you and Armada have some kind of beef between you two? If so, please keep it out of this thread (or else).
(05-15-2015, 01:31 PM)CarlKenner Wrote: [ -> ]---
It wasn't Armada. Regardless, remember that we all want the same thing: Good VR support in Dolphin. Hopefully we can work together, even if everyone has different ideas of what the best way to achieve that goal is.
(05-15-2015, 01:31 PM)CarlKenner Wrote: [ -> ]EDIT: Thank you, Armarda, for all your hard work.
Sorry, I was having a rough day with other things, and didn't appreciate the take-down of Dolphin VR, and the release of your own version without letting me help.
I'm sorry about the takedown, while I didn't like the licensing issue it was not my intention to have anyone file a takedown against the Oculus Share page. There was no need to do it now, instead I was hoping we could work out the licensing issue and merge the two projects.
Also, I haven't released my own version yet. I just implemented basic VR support on a branch and there is still plenty that has to be done. Everything is still open for discussion, even which SDK to use.
A Third Perspective... here are some corrections/additions to the article:
In Dolphin VR, The Legend of Zelda: Four Swords Adventures does feature stereoscopic 3D! If I remember correctly, I also made it life-size and horizontal.
In Dolphin VR, 2D elements are not drawn at screen depth. They are also not drawn in 2D. They are drawn as a box floating in space which you can look around as though it were any other object in the scene.
The EULA on the Oculus system library is irrelevant, just like the EULA on DirectX, XInput, Windows, Visual Studio, etc. is irrelevant. GPL contains exemptions allowing open source applications to run on or be built against a closed source platform with restrictive licensing (like Windows).
Also, under Australian law, I have a legal right to hack any software to make it run on my hardware that it wasn't designed for, regardless of that software's licensing terms, even if that software was completely closed source and restricted. That copyright exemption exists for the obvious reason that businesses need to be able to keep running their business software even after their old hardware that it was designed for is obsolete and damaged and they no longer have access to the original programmers.
The part about "to interface with unapproved commercial virtual reality hardware" is only for making changes to the system library, which is nothing to do with us. The application is still allowed to interface with unapproved commercial virtual reality hardware as much as it likes.
The part about "being used in an application that can cause health and safety issues" is irrelevant. Dolphin VR will build with or without the Oculus system libraries, just like Dolphin VR will build with or without Visual Studio. If one developer doesn't have a Visual Studio license, or doesn't have a license to use the Oculus system libraries, that is nothing to do with us, and not a restriction we are placing on them. It doesn't mean we have to ban people who do have a Visual Studio license from using it. Even if one developer made a malicious version of Dolphin that made people ill, it wouldn't prevent anyone else from taking the source code and making a version of Dolphin that didn't make people ill.
"This is in stark contrast with Dolphin's GPL license which grants everyone the freedom to use the software for any purpose." - I hope you can see the hypocrisy here.
Since Version 0.5.0.1 of the Oculus runtime, the Oculus system library is now a DLL file in the system folder, that comes with the operating system and hardware drivers. That allowed me to make it so Dolphin VR no longer requires libOVR to build with support for the Oculus Rift, and will use my own open source API file that I wrote in my own words for loading the system DLL and calling its functions. So the github is all open source code, no other code is needed to build it, the resulting exe that you build from it is all open source code (except for what Visual Studio contributes), and it is only accessing the operating system's proprietary hardware driver to talk to the proprietary hardware as all GPL software does and is allowed to do.
There's also now something called "OpenVR" which is another name for SteamVR's API. It is a lot better than OSVR. It has a license agreement like this:
"Copyright © 2015, Valve Corporation
All rights reserved.
Redistribution and use in source and binary forms, with or without modification,
are permitted provided that the following conditions are met:
1. Redistributions of source code must retain the above copyright notice, this
list of conditions and the following disclaimer.
2. Redistributions in binary form must reproduce the above copyright notice,
this list of conditions and the following disclaimer in the documentation and/or
other materials provided with the distribution.
3. Neither the name of the copyright holder nor the names of its contributors
may be used to endorse or promote products derived from this software without
specific prior written permission.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR
ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON
ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE."
(05-15-2015, 06:23 PM)CarlKenner Wrote: [ -> ]A Third Perspective... here are some corrections/additions to the article:
In Dolphin VR, The Legend of Zelda: Four Swords Adventures does feature stereoscopic 3D! If I remember correctly, I also made it life-size and horizontal.
In Dolphin VR, 2D elements are not drawn at screen depth. They are also not drawn in 2D. They are drawn as a box floating in space which you can look around as though it were any other object in the scene.
I wasn't aware that the Legend of Zelda: Four Swords Adventures contained any kind of depth. With 2D elements we're mostly talking about orthographic projections, out of the box these projections are not touched by the stereoscopic 3D shader.
(05-15-2015, 06:23 PM)CarlKenner Wrote: [ -> ]The EULA on the Oculus system library is irrelevant, just like the EULA on DirectX, XInput, Windows, Visual Studio, etc. is irrelevant. GPL contains exemptions allowing open source applications to run on or be built against a closed source platform with restrictive licensing (like Windows).
I also thought that this was true, but the System Library Exception only seems to give us an exemption of providing source code for such libraries. It does not give us an exemption from ensuring we can still fulfill our obligations under the GPL when those licenses put extra restrictions on the application.
(05-15-2015, 06:23 PM)CarlKenner Wrote: [ -> ]Also, under Australian law, I have a legal right to hack any software to make it run on my hardware that it wasn't designed for, regardless of that software's licensing terms, even if that software was completely closed source and restricted. That copyright exemption exists for the obvious reason that businesses need to be able to keep running their business software even after their old hardware that it was designed for is obsolete and damaged and they no longer have access to the original programmers.
According to the GPL that would mean we would only be able to distribute Dolphin in countries that have such exemptions.
(05-15-2015, 06:23 PM)CarlKenner Wrote: [ -> ]The part about "to interface with unapproved commercial virtual reality hardware" is only for making changes to the system library, which is nothing to do with us. The application is still allowed to interface with unapproved commercial virtual reality hardware as much as it likes.
They specifically mention the "application" in that clause. What that means is that if we were to use the timewarp feature from the Oculus SDK and use the results from that to display on another headset that would violate the Oculus SDK.
(05-15-2015, 06:23 PM)CarlKenner Wrote: [ -> ]The part about "being used in an application that can cause health and safety issues" is irrelevant. Dolphin VR will build with or without the Oculus system libraries, just like Dolphin VR will build with or without Visual Studio. If one developer doesn't have a Visual Studio license, or doesn't have a license to use the Oculus system libraries, that is nothing to do with us, and not a restriction we are placing on them. It doesn't mean we have to ban people who do have a Visual Studio license from using it. Even if one developer made a malicious version of Dolphin that made people ill, it wouldn't prevent anyone else from taking the source code and making a version of Dolphin that didn't make people ill.
But according to the GPL we are obligated to give everyone the freedom to make modifications as long as those modifications are distributed under the same license. We can't place extra restrictions on that so that we can satisfy the terms of the Oculus SDK.
(05-15-2015, 06:23 PM)CarlKenner Wrote: [ -> ]"This is in stark contrast with Dolphin's GPL license which grants everyone the freedom to use the software for any purpose." - I hope you can see the hypocrisy here.
You are free to use the Oculus SDK within your own build of Dophin, but you are not allowed to distribute it according to the GPL.
(05-15-2015, 06:23 PM)CarlKenner Wrote: [ -> ]Since Version 0.5.0.1 of the Oculus runtime, the Oculus system library is now a DLL file in the system folder, that comes with the operating system and hardware drivers. That allowed me to make it so Dolphin VR no longer requires libOVR to build with support for the Oculus Rift, and will use my own open source API file that I wrote in my own words for loading the system DLL and calling its functions. So the github is all open source code, no other code is needed to build it, the resulting exe that you build from it is all open source code (except for what Visual Studio contributes), and it is only accessing the operating system's proprietary hardware driver to talk to the proprietary hardware as all GPL software does and is allowed to do.
The Oculus SDK does not ship with the operating system and even if it did, it does not exempt us from ensuring we can satisfy the obligations under the GPL.
(05-15-2015, 06:23 PM)CarlKenner Wrote: [ -> ]There's also now something called "OpenVR" which is another name for SteamVR's API. It is a lot better than OSVR. It has a license agreement like this:
OpenVR has a very good license, unfortunately as far as I can see it is a closed-source library. If there was an open-source implementation then that'd be perfect.
(05-15-2015, 06:23 PM)CarlKenner Wrote: [ -> ]"This is in stark contrast with Dolphin's GPL license which grants everyone the freedom to use the software for any purpose." - I hope you can see the hypocrisy here.
Hah, yes this is pretty rich considering this was written on the same day a Dolphin developer filed a copy write claim against Dolphin VR on Oculus share. I don't particularly like Oculus' licensing terms, but I don't like Dolphin's any better. Seems pretty far from freedom to use for any purpose...