Original Post

Would like VB to come to Mac that works with Oculus Rift. I tired to install PC but to many bug/problems and I don’t have any other computers. Anyone know if their is progress to making vbjin-ovr for mac? Or anyone who could port it? thanks. It’s just one more thing I think the VB community needs to complete 🙂

SOURCES:
——–

vbjin-ovr: https://code.google.com/p/vbjin-ovr/
Oculus Rift: http://www.oculusvr.com/
——————————————

5 Replies

I don’t have a Rift, so I don’t know why it requires a special version of the emulator. You could try running mednafen itself and messing with the graphics configuration until you get something acceptable. An advantage to this option is the updated emulator (which, for example, supports Hyper Fighting).

If you can’t get it working, post your specific problems and I’ll try to help (I have some experience getting it to work with other stereoscopic devices).

The Rift needs whatever software running to warp each half of the side-by-side image to counteract the pincushion distortion done by its lenses (I have two of them and have written software for it). Any software supporting stereoscopy alone won’t do the trick– there needs to be a postprocessing shader in the pipeline.

I suggested this to Ryphecha in IRC a week or so ago. Don’t know if anything will come of it, but it’d certainly be really cool to have.

Hi,
There is still no Mac version… But you can install windows on your Mac using Parallels.
This tool will install a virtual machine of windows on your Mac.

It will be very usefull assuming that a lot of demos are not Mac compatible.

A last word about Vbjin. I can’t save my progression. This is very shitty with Wario Land.

blitter wrote:
The Rift needs whatever software running to warp each half of the side-by-side image to counteract the pincushion distortion done by its lenses (I have two of them and have written software for it). Any software supporting stereoscopy alone won’t do the trick– there needs to be a postprocessing shader in the pipeline.

I suggested this to Ryphecha in IRC a week or so ago. Don’t know if anything will come of it, but it’d certainly be really cool to have.

Well, I knew about the distortion thing, but I thought it only came into play when you were trying to wrap a first-person view around the user’s entire FOV. I assumed it would work okay to put a smallish VB screen in the center of the FOV (like it is on a real VB) and live with a tiny bit of pincushion at the corners. I guess it depends on the user, though.

I hope the Rift support in Mednafen (if it ever happens) takes the form of a general, user-defined, fragment shader system. That would have so many uses besides aspheric lens correction!

RunnerPack wrote:
I hope the Rift support in Mednafen (if it ever happens) takes the form of a general, user-defined, fragment shader system. That would have so many uses besides aspheric lens correction!

That’s what I asked her for. 😉

 

Write a reply

You must be logged in to reply to this topic.