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  • Ralf
    Keymaster

    Short supplement:

    As a base for profile for DX11 SBS games the Dolphin Emulator, Shadow of the Tomb Raider or VLC profiles should work, for DX9 SBS games the MPC-HC profile is currently the only one if memory serves right, for OpenGL the Dolphin Emulator profile *might* work.

    I will add SBS base profiles to the profile list to make this easier for you guys. Not sure why I never thought of that before.

    #197443

    In reply to: Generic OpenGL profile

    Ralf
    Keymaster

    Sounds as if the game doesn’t leave enough resources for the desktop viewer. Limiting the game’s framerate would probably help, 120 doesn’t make much sense anyway.

    A better solution however would be to let vorpX hook into the game, that will always be better than letting the desktop viewer capture the output. The Dolphin Emulator profile is OpenGL/SBS, creating a custom profile based on the Dolphin profile might (should) do the trick.

    #197438

    In reply to: Generic OpenGL profile

    Ralf
    Keymaster

    That is already possible. The VLC and MPC-HC video player profiles allow you to configure various stereo input options, even 360° surround videos are supported, also some game profiles that rely on native SBS (e.g. Shadow of the Tomb Raider and Dolphin Emulator).

    I believe it’s also available for the desktop viewer profile, if not, that would be an oversight on my end. I’ll check it tomorrow. If you want, you can check it right away yourself. If stereo input is enabled for the desktop viewer, you would find the according options on the image page of the vorpX menu.

    #195649
    HAX0R3D
    Participant

    works with the Dolphin profile. Just need to set game options to side by side and run it full screen.

    #194650
    Woffingshire
    Participant

    Add Dolphin emulator onto the list of games that didn’t work

    #194329

    In reply to: Emulators support.

    Ralf
    Keymaster

    I forgot what it was, but I’m pretty there was something that works better with DX11. Anyway, all will work automatically as intended with the next maintenance update.

    Emulators in general are not really top priority TBH. Pretty much rainy Sunday stuff, but I’ll keep Citra in mind.

    If Citra also has DX11 or OpenGL SBS output you might be able create your own profile using the Dolphin profile as a base for the time being. Fairly simple: just make a copy of the Dolphin profile in the config app and assign Citra’s main .exe. No guarantee that it will work, but worth a shot if it has SBS 3D output too.

    #194324
    perkel
    Participant

    Amazing work Ralf. I just tested vorpX with Dolphin and it works pretty much 100% perfect once you set OpenGl and SidebySide in dolhin options. By far the most easy to use showcase for VorpX.

    Are there any plans for other emulators ? Citra is 3DS emulator and Citra natively supports 3D.

    I noticed that there is profile for PCSX2 so i will try that now.

    edit: PCSX2 doesn’t seem to work with VorpX despite profile. There seems to be an issue attaching VorpX to PCSX2 and just hangs on that.

    Ralf
    Keymaster

    vorpX 20.2.0 will be out on April 23 30, 2020.

    For the most part this release focuses on internal rewrites, so ideally you won’t notice much of a difference after updating. Fingers crossed, rewriting core components that affect pretty much everything is always somewhat dangerous. There also have been a few smaller functional additions though. Full changelog below.

    The remaining time until release will mostly be spent on finalizing a bunch of additional profiles.

    New/Changed

    • D3D9/10/11: major, future proof rewrite of vorpX’s internal rendering code, mainly to get rid of a helper library that isn’t available for DX12 anymore.
    • OpenGL: major G3D rewrite: less glitches, 30%-200% better performance. Still fixed function only!
    • OpenGL: now works with ‘Generic 3D-Display’ and ‘Generic VR Headset’
    • DirectVR: improved resolution calculation, more consistent between devices.
    • DirectVR: new memory scanner apply method for extended game support.
    • Config app: profile comments shown as tooltip in local profiles list if available.
    • Game settings changed by vorpX are now automatically reset on uninstall and factory reset. Prior this had to be done manually per game as an extra step.

    Bugfixes:

    • DX9 font rendering could fail if initialized with an invalid render target size.
    • OpenGL: changing a game’s resolution could cause a crash to desktop.
    • DirectVR: memory scan FOV/head tracking was unintentionally applied for ‘Generic 3D-Display’.
    • Fixed a general hooking issue that could cause occasional start crashes with some games.
    • Fixed an exception related to blend meshes (e.g. animated hands) loaded by the new asynchronous resource loader.
    • Ini values weren’t read/written correctly in conjunction with some localization methods (Dolphin)
    • ImageZoom value was not reset when resetting a profile to default
    • Config app: help texts were displayed too small on high DPI monitors.

    New Game Profiles

    • The Sims 4: G3D, Cinema Mode, 3D-HUD
    • The Suicide of Rachel Foster: G3D
    • Wolcen: G3D, Cinema Mode, 3D-HUD
    • Ori and the Will of the Whisps: G3D, Cinema Mode, 3D-HUD
    • Dolphin Emulator: Cinema Mode, native SBS 3D
    • About half a dozen more profiles that aren’t finished yet.

    Game Profile Changes/Fixes*

    • World of WarCraft: Automatically setting the graphics API didn’t work anymore.
    • World of WarCraft: G3D did not work anymore with WoW patch 8.3.
    • Monster Hunter World: HUD redefined for latest game version.
    • Need for Speed: Shift 2 Unleashed: pos tracking unlocked, some fixes
    • Quake III: DirectVR FOV scan did not work anymore
    • D2X-XL: default changed to immersive screen instead of cinema
    • Elder Scroll Online: G3D redone for latest game version

    * some of these were already included in the last profile database update.

    HAX0R3D
    Participant

    It took a while to set up the controllers. Here are my gamecube and Wii controller setups if anyone needs them. This is for Vive. Other controllers might be different.

    View post on imgur.com

    View post on imgur.com

    For Gamecube you also have to right click on WSAD and set the range for each one to about 200

    View post on imgur.com

    Then in Vorpx under controller settings. Sensitivity and Deadzone Key Emulation all set to .15

    #192687
    Ralf
    Keymaster

    Dolphin already has a working VR component.

    That’s why I never cared to check it with vorpX. The VR build is fairly outdated now though and way more buggy than current regular versions, so a vorpX profile might still be useful. Also some may prefer the vorpX cinema mode. Wasn’t really a big deal due to the built-in stereo.

    Possible to get an XBOX 360 EMU working or ps2? or ps1?

    I tried PCSX2 a long time ago, but no dice as far as 3D is concerned. A lot has changed since then though, in vorpX as well as probably in the emulator, so it might make sense to check it again. Will do that before the next release.

    HAX0R3D
    Participant

    I don’t expect to play Wii games in full VR mode
    But I notice that the emulator has some rendering options. Wondering there’s a way to get G3D or Z3D out of it.

    I mean flat version of Dolphin…

    #192375

    In reply to: Games Wish List

    zeveral
    Participant

    I’ve been wondering about the plausability of getting vorpx to work with some emulators. I’m not sure there are enough 3d ps1/n64 games to make looking into those worthwhile, plus there are way too many of them to try and support all of them. But…

    PCSX2 is in it’s “final” 1.6.0 prep stages, would be nice to see an update of the profile once that’s released.

    RPCS3, I know it’s main renderer is vulkan, but it’d be pretty neat.

    CEMU, the opengl renderer seems pretty stable now that he’s working on a vulkan option. Not sure that makes any difference, though.

    I know they all still have work being done on their video backends, which makes writing profiles for them a whack-a-mole game at best, but hey, this is a wishlist (also why I suggested waiting for the “stable” release of PCSX2). I didn’t mention Dolphin since it’s got its own built in 3d option with some of the devs working on openvr support.

    #190632
    GhostRider087
    Participant

    Yes you are right RJK, that was exactly my thinking too, a free flycam is really nice for VR Games, the WII/Gamecube Emulator Dolphin VR has already this feature.
    When it would be possible to include an free cam mod in Vorpx, then you wouldnt need the positional strength setting anymore. The positional tracking strength, was like an Free Cam Mod for me :)
    This was the reason, why i would like to get that setting back.

    For Battlefield 3 or Mortal Kombat X, there are some cinematic Tools available, where you can freely set the camera, its brilliant with vorpx.
    But Cinematic tools are only for some games available.
    With the settable positional strength setting, you wouldnt need such a cinematic tool.

    @Ralf: I know your decision is final, and i understand that 100 percent.
    But annother question, maybe it would be possible to include an Free Cam Option like in Dolphin VR in the future?
    So that you can fly with WASD and press an Button to fix the Camera. When the Camera is fixed, you are able to play just normal with Positional Tracking from that point.
    This is really helpful for some many games, because you can play with so much better camera angles.

    Its just an Idea of a new feature in the future, maybe in the expert settings section and for people, who really like to play games in an experimental annother cool way.

    Robotossing
    Participant

    Hi everyone,

    I’ve been trying to use Vorpx Theater Mode with some classic game emulators like Gens, Kegafusion for the Megadrive and others consoles but every time I tried to launch the emulators I can’t get them to work with Vorpx. If I have Vorpx desktop viewer on, Vorpx will just quit as soon as I launch the emulator and sometimes my screens will just lock up. Same goes for the PS4 direct play app. Also, if I launch them the normal way, Vorpx will not hook at all or I may get a some errors. Am I doing something wrong? Is there a certain setting that I need or something? Vorpx works fine with other emulators like, Redream, PCSX2, Dolphin and others as long as I pause the watcher and l’m on Desktop viewer mode. Any ideas?

    bcozier
    Participant

    I used a program called Riftcat with Windows 10 and a USB 2.0 cable from the computer to the phone in tethering mode. Riftcat basically allows hosting of Steam VR games to the phone running an android client. There is another .EXE called ReviveInjector.exe which translates Oculus Rift SDK games to Steam VR.

    All I had to do was drag VorpControl.exe onto ReviveInjector.exe and then as an example I also dragged TRU.exe (Tomb Raider Underworld) onto ReviveInjector.exe and voila! I saw VorpX TombRaider Underworld in 2560×1440 on samsung galaxy S7. Obvious advantages — a very cheap VR solution with better image quality than CV1 and Vive, still using your PC to render the VR left and Right images to produce high quality visuals. The only disadvantage is it uses the phones sensors for head tracking which isn’t buttery smooth like a real CV1 or Vive but this is very minor in my opinion given how well everything else works. I got a used s7 on ebay with cracked back glass for $240 and I’m sure there are other good deals.

    I also used the latest Dolphin VR emulator with Oculus 1.3 SDK support and was blown away by many games in VR using the Galaxy S7 and a BoboVR Z4 headset.

    You can also probably get away with using a cheaper 1920×1080 5.1″ phone display as well and still get to enjoy playing PC games in VR very affordably.

    I was considering getting a CV1 but after trying this solution I realize I am getting better image quality. Touch controllers will of course be another game changer.

    I’ve only run into one issue.

    The Tomb Raider Underworld I was using was not a Steam game so when I dragged TRU.EXE onto ReviveInjector it had no problems kicking into the Vorpx Injector and I could run the VoprX menu and everything was available to configure to my liking.

    However I tried dragging iw5sp.exe onto ReviveInjector and because it was a Steam library game and Steam VR was running a message from Steam popped up saying Call of Duty Modern Warfare 3 is not a Steam VR game and it will only run in desktop mode. When I clicked OK to continue it failed to inject into VorpX and resulted in a black screen with some stuttering sound. I am curious of that stupid Steam warning message is preventing the VorpX injector from working because it works fine with the non-steam Tomb Raider Underworld.

    Anyway wanted to share some good news that you can use VorpX with some success to play PC games on your smartphone in high quality (depending on your phone display) with Windows 10 and Riftcat. Riftcat also allows it’s own natively supported VR games on PC to be played across your phone VR headset. It’s a great way to enjoy VR on a budget well at least until they all start requiring motion tracking controllers. I was excited to see the Gnomes and Goblins main menu screen and then couldn’t get to do anything else because it required Vive controllers. Still worth it for Dolphin VR by far. Playing Resident Evil 4 Gamecube version is a real treat. While everything is in stereoscopic 3D the headtracking is completely independent of your movement controls allowing full 360 immersive environment gawking using your head while moving your character in his own direction with gamepad. Very cool way to play many gamecube games and in 2560×1440 VR!

Viewing 15 results - 16 through 30 (of 33 total)

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