SuperModel 3 VR Mode (Oculus, Hive, etc) - Is it time?

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Re: SuperModel 3 VR Mode (Oculus, Hive, etc) - Is it time?

Postby Bart » Mon Feb 07, 2022 9:45 pm

model3man wrote:Pardon my naivety, but wouldn't Model3/Real3d lend itself much more well to VR than porting many other consoles/games, simply because the entire scenegraph is uploaded into the chipset?
With minimal rejection preprocessing we can hopefully retain geometry and be able to render much more scenery instead of what's just in the normal 4:3 viewport.

Edit: I see at least Virtua Striker has done some viewport culling. Is this being done by the game on the PPC, or is it an artifact of how Supermodel renders the default area?


You are absolutely correct. This is what makes wide-screen work so well in Supermodel. We actually expand the view frustum. But games *do* perform some of their own CPU-side culling. Frequently, this is restricted to large chunks of the map, as in racing games. Nik's debugger GUI (which I have a binary built against a very old version of Supermodel but not the source code to) allows you to render the scene from a second camera in real time that you control. If you zoom out, you can see the racing games load in chunks of the track based on car position and camera angle. Some games perform more aggressive culling. This is probably the case with VS2. During the opening sequence of dayto2pe, the driver escaping the burning car stops animating just beyond the boundaries of the 4:3 viewport (you can see him freeze in wide screen mode at the very edge of the screen). I seem to recall that AI cars are culled pretty aggressively, too.
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Re: SuperModel 3 VR Mode (Oculus, Hive, etc) - Is it time?

Postby Calavera » Thu May 05, 2022 9:51 pm

Just posting to say that I would LOVE to see VR support for Supermodel. I recently tried out DolphinVR. It is a VR version of the Gamecube/Wii emulator Dolphin. While every game obviously doesn't work perfect the ones that do work are amazing. I am seriously impressed how well it converts some games into VR. Sonic Adventure 2 worked pretty good and Monkey Target 2 in Super Monkey Ball 2 was amazing!

Hopefully one day I can play Emergency Call Ambulance in VR!
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Re: SuperModel 3 VR Mode (Oculus, Hive, etc) - Is it time?

Postby VOOT » Sat Jun 25, 2022 9:44 pm

Bart wrote:We actually expand the view frustum. But games *do* perform some of their own CPU-side culling. Frequently, this is restricted to large chunks of the map, as in racing games. Nik's debugger GUI (which I have a binary built against a very old version of Supermodel but not the source code to) allows you to render the scene from a second camera in real time that you control. If you zoom out, you can see the racing games load in chunks of the track based on car position and camera angle. .


Can I see how a zoomed out Virtual On would look? :D
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Re: SuperModel 3 VR Mode (Oculus, Hive, etc) - Is it time?

Postby Teknix1 » Thu Sep 22, 2022 5:52 am

Hi, a bit late getting to this thread, but I thought you might be interested in this other thread where I ventured in combining vorpX and Daytona USA 2 (back in 2018). You can achieve actual VR (real stereoscopic 3D), it is mostly broken but some of the scenes in the demo reel work almost 100% and it looks fantastic. This is with the vorpX and Supermodel versions of back then. I haven't gone back since, I wonder if things work better now.

https://supermodel3.com/Forum/viewtopic.php?t=1524

I haven't played in a while, but my preferred way of enjoying this game is on a giant VR screen (the environment is 3D but not the game), it is a lot more immersive than on a regular screen.

Enjoy
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Re: SuperModel 3 VR Mode (Oculus, Hive, etc) - Is it time?

Postby isamu » Tue Sep 27, 2022 12:29 pm

Good to hear from you Teknix. I don't know if you've heard, but there's a guy in the VR community by the name of PrayDog who's been making some encouraging breakthrough's in flat-to-VR gaming mods. He supposedly has found a new way to work with unreal engine 4 and made some progress with Forza Horizon 5. Seems like he's getting a good grasp on how to incorporate VR support in all of these graphic engines, so maybe one day he'll figure out a way to put VR into old emulated racing games like Daytona 2/ScudRace, etc. There's a guy on Twitter who reports his progress and follows his work closely. Check out some of his tweets. Exciting stuff.

https://twitter.com/Flat2VR/status/1574828175921668097

https://twitter.com/Flat2VR/status/1570100196809506817

https://twitter.com/Flat2VR/status/1571877444554199042

https://twitter.com/Flat2VR/status/1572249519567343619

https://twitter.com/Flat2VR/status/1573053436517564417
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Re: SuperModel 3 VR Mode (Oculus, Hive, etc) - Is it time?

Postby Teknix1 » Tue Sep 27, 2022 12:49 pm

isamu wrote:Good to hear from you Teknix. I don't know if you've heard, but there's a guy in the VR community by the name of PrayDog who's been making some encouraging breakthrough's in flat-to-VR gaming mods. He supposedly has found a new way to work with unreal engine 4 and made some progress with Forza Horizon 5. Seems like he's getting a good grasp on how to incorporate VR support in all of these graphic engines, so maybe one day he'll figure out a way to put VR into old emulated racing games like Daytona 2/ScudRace, etc. There's a guy on Twitter who reports his progress and follows his work closely. Check out some of his tweets. Exciting stuff.


Cool stuff. Not sure I totally understand the difference between his solution and vorpX's, on the surface it looks the same on many aspects. I would have to look at in more closely. From what I understand of vorpX is that it is able to attach to executing processes and read graphical data (3d world) and render that into a VR helmet. Not sure why they would call this "fake". On some of PrayDog's post he uses the word "inject", if you're adding code to an application that probably gives you more access to the internals and do a better job at it. Honestly from what I've experienced, the 3D isn't "fake" in vorpX, it is rendered from actual 3D data. Where it breaks is in game design, these games weren't meant to be played in VR so certain things don't work well or make you sick, and some post rendering effects get in the way. Or as you've seen in my other post, just don't plain work... :)
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