(04-07-2021, 01:38 PM)iwubcode Wrote: [ -> ]From a Free Look perspective, my end-goal isn't VR but just a very versatile camera system with lots of fun bells and whistles.
However, from what I understand from talking with Michael, VR is still a ways away from working well. From a Dolphin perspective the current implementation works for 3DOF but is a bit nausea inducing due to drift.
No guarantee they will be merged but I have open merge requests to support 6DOF and also fix the drift (with some hacks on the DSU side).
Just curious but what did you have in mind if all the pieces are available? I suppose we could eventually have a "VR" profile.
It's also worth noting there is still interest by one developer to support VR natively, so that may eventually come to pass.
Man, I'm sorry for just posting and then vanishing completely. I actually kind of forgot that I made a profile on the forums. Usually with sites like these, I'll make a profile just for bug-reporting or asking questions for troubleshooting purposes.
Like I said before, I don't have my headset available at the moment. I live in a college dorm, and I've been leaving my headset at home because I've been planning on putting together a gun-stock out of PVC piping that I can slot my controllers into, and I need the controllers at home for sizing. (I'm kind of forgetful, so it's easier to just leave my Oculus stuff at home so everything's in the same place. I'd be done sooner, but my sister took the handsaw for some home-renovation work.)
Anyways, the big things that I remember using DolphinVR for were F-Zero, Mario Kart, and Paper Mario. To be honest, I haven't really tried any Wii games on it, mainly GameCube games.
F-Zero and Mario Kart work beautifully even with only 3DoF tracking. Obviously, you're "sitting" in a vehicle, so you don't need to be able to walk around freely. As long as you can turn your head to look behind you, the "magic" all works and it's rather immersive.
Like I said, Paper Mario works amazingly in VR since it appears like a diorama in fields, and you feel like you're in the theater audience in battle. This, as well as Pikmin, work best with 6DoF, since the main appeal of VR is being able to walk around the diorama and see everything.
Wind Waker is another one that oddly-enough seems to work vaguely in VR as well. I've seen people pull the free-look camera in close and "staple" it to Link's forehead. (It needs to be slightly above eye-level so you don't see an endless void when swimming) This makes it work pretty well as a first-person game. 3DoF should be sufficient here, I can't imagine how you would jury-rig 6DoF for something like this.
Most of these work pretty well, using codes to turn off culling and make sure everything in the area that would normally be off-screen still loads. Mario Kart actually has special codes for this setup to remove Mario's head from his model to make space to shove the camera into.
The only special thing that I would imagine would be nice to add specifically for VR setups like this would be the ability to treat certain controller gestures as button presses when mapping controls for GameCube games. (GameCube specifically so you don't have clashing controls in Wii games) Nothing too detailed, just something like "shake the left/right controller" or "vertical/horizontal swipe" if you want to be particularly fancy. This would be for faking motion controls when doing VR Wind Waker, for instance. If we have codes to remove Mario's head in Mario Kart, I'm sure a code to remove Link's sword-arm could be done. Map a generic controller swipe as the B button, and you'd feel more like you're actually swinging the sword, without the mental disconnect of swiping in one direction and Link swinging in a different one. (It's kind of like missing your body in a VR game. For a lot of people, their body parts being invisible is actually more immersive than a body that's occasionally wrong, since you quickly stop noticing the missing body parts.)
I'd have to double-check if it's already possible, but the other big thing would be being able to use a screen size that's larger than the physical monitor. VR requires higher resolutions to look smooth compared to a normal monitor, just because the screens are so close to your eyes. VorpX has a set of directions to force games to allow larger window sizes, and then project them correctly to the headset. A 1080p full-screen New Vegas is blurry to the point of near-unplayability when in a VR headset. I think you need at least double that if you're going to be able to see things clearly.