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  • #16816
    Ralf
    Keymaster

    Hi Tilt,

    Believe me, it’s true, I wrote the thing. ;) The pixel count is the thing that affects performance the least. In a stereo driver (referring to Geometry 3D here) additionally to having two draw geometry twice, you can’t apply many optimizations that are thinkable for a native app, since you have to deal with the rendering how it is done by the game, without many ways to influence it.

    The performance hit when doing this is largely the same with any stereo driver, being it for the Rift or not.

    #16815
    TiLT
    Participant

    What you’re saying there isn’t exactly true. You may be rendering everything twice, but you’re also rendering it at half the regular resolution per image. Apart from the transformations which will have to be handled separately for each viewport, the pixel count remains the same. For a game like Skyrim, where pixel shaders probably count for the majority of the time spent in the Draw routines, the difference in speed just by adding another viewport shouldn’t be that significant.

    I have to assume then that Geometry mode is an inherent drain on the whole thing.

    #16144
    ten-th
    Participant

    What an impatience – the DK2 is still in the process of being delivered to their customers, it’s less then a month ago, since the first users got their Dev-Kit 2. And it’s still in heavy developement. This needs a little bit of time to get it done right.

    Trying to get some stuff working on the DK2 with VorpX-DK1 is pretty senseless due to all the hard- and software changes – mainly if you don’t have headtracking working, 80% of the VR immersion feeling goes down the drain.

    That’s at least my findings trying the DK2 with many different programs since a week. If VorpX coming version will help to support some of those games listed (which where NEVER meant to be played with a VR head-set in the first place), then it’s a great achievement and worth it’s price and work on it.

    The resolution of the DK2 is the way to go, but still far from what’s needed to have a relaxed and visual appealing playtime. On a 2D monitor in hires those games look marvelous, looking close and far – in the DK2 looking far i can’t make out too much details, i’m more concentrated on looking at the large screen pixels. If VorpX will have an ongoing developement until CV1 will be ready to release, with a hopefully much better display, it will definitely be worth, helping everybody to experience NONE-VR games as a incredible VR adventure.

    #11180
    namine207
    Participant

    Hey guys! So after a lot of messing with emulators to get VorpX working, I decided to write a quick guide for anyone who wants to play emulated games in the Rift! So far, I’ve only managed to get three emulators working, but if anyone finds out how to do another emulator, I’ll gladly add it to this post and give them credit!

    Alrighty, here we go!

    Nintendo 64 (Via Project64, many thanks to Ralf on this one!):

    1. Download Project64 1.6. For some reason, 2.0 doesn’t seem to like VorpX.
    2. Download Rice’s Video Plugin from here (http://files.emulation64.fr/Plugins/VID_Mudlord_RiceVideoSetup_6-1-4.zip)
    3. Extract the files inside to the [Project64 1.6 Installation]/Plugin/ folder.
    4. Run Project64 with VorpX control open and set Mudlord’s Rice Video Build 6.1.3 – DX9 as your graphics plugin. Feel free to make any changes in the plugin’s configuration (1280 x 800 resolution, etc, etc.)
    5. Run the desired rom! You will get a warning sometime during this guide that tracking isn’t functioning. This is true, and for now, all you’ll have is that awesome Oculus vision! However, in the next VorpX update, we’ll have KeyMapping, so you can very easily map head movements to keys, like Up, Down, Left, and Right!

    Note: If it still doesn’t work, you may have to put BGMlib.dll into the same directory as Project64.exe. I used the BGMlib.dll from the 2.0 installation, inside plugins/gfx/, but I don’t think it should matter.

    PS2 (Via PCSX2):

    1. Install PCSX2 0.9.6.
    2. Download any roms, bios files, etc. to get the emulator working properly, and run it with VorpX control open.
    3. Set the graphics plugin to GSdx 890 (MSVC 15.00, [Whatever type of SSE your processor is. SSE2 is probably the safest if you don’t know, but test it out and see.])
    4. Open the configuration and change the following things:
    Resolution: 1280×800 60Hz
    Renderer: Direct3D9 (Software)
    Shader: Pixel Shader 3.0 (2.0 probably works as well, haven’t tested it yet)
    Interlacing: None
    5. Click okay and run the iso! Same deal as with PJ64, it won’t head track, but with keymapping coming soon, we’ll be able to map head movements to keys!

    NOTE: This setup is for 0.9.6, but theoretically, you can apply it to any later version. You just have to take the 0.9.6 graphics plugins and put them into the plugins folders for 0.9.7, 8, and most likely 1.0. It seems the later versions took out a lot of the options that help VorpX recognize the emulated game.

    Gamecube (Via Dolphin, with help from Ralf and Marulu):

    1. Download and install Dolphin 4.0
    2. Edit the video plugin configuration so that it’s using the Direct3D9 backend. (Tested it with Direct3D 11, but it didn’t take.)
    3. Change fullscreen resolution to 1280 x 800, v-sync, hide mouse cursor, use fullscreen. Under enhancements, scaled EFB copy, widescreen hack, and under advanced, freelook.
    4. Start the iso! If you want to look around without keymapping, you do have the freelook feature enabled, which will allow you to look around by right clicking, and then looking around with the rift. But based on past experience, it moves really fast and doesn’t line up with your head movements particularly well, so it’s kind of meh…

    So that’s it! If you have any problems setting these up, let me know, and I’ll give you suggestions to fix them! I hope to see more emulators with rift support soon, as they definitely can help fill the rift library with new VR Classics. :3

    #450
    JackDT
    Participant

    I was reading this Oculus review and I noted this:

     

    The Rift (or rather its SDK) does lens correction via post-processing. First, the virtual world is rendered into a “virtual” camera image, which is then resampled using a simple radial undistortion formula based on a quadratic polynomial. The fundamental problem with this approach is that it has to resample a 1280×800 pixel image into another 1280×800 pixel image, which requires very good reconstruction filters to pull off. The SDK’s fragment shader simply uses bilinear filtering, which leads to a distinct blurriness in the image, and doesn’t seem to play well with mipmapping either (evidenced by “sparkliness” and visible seams in oblique textures). The SDK code shows that there are plans to increase the virtual camera’s resolution for poor-man’s full-scene antialiasing, but all related code is commented out at the moment.

    http://doc-ok.org/?p=548

    How does VorpX do this?  Can you do better than the SDK here?

    Ralf
    Keymaster

    Unfortunately I have nothing to compare. The resolution could be better of course, but it’s really not that bad, provided you don’t look at it with a tech-geeks eyes. Look at the picture, not the pixels. :)

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