[HN Gopher] VR Powered by N64 [video]
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VR Powered by N64 [video]
Author : zdw
Score : 71 points
Date : 2024-03-16 03:13 UTC (2 days ago)
(HTM) web link (www.youtube.com)
(TXT) w3m dump (www.youtube.com)
| Rebelgecko wrote:
| This guy is a wizard. I'm glad he's still hacking on cool stuff
| after he was forced to stop working on Portal64
| Grazester wrote:
| Couldn't he just release something what wasn't call Portal
| instead? Couldn't he call it "Hole Jump" and just not use
| Portal's assets for it?
| MBCook wrote:
| The issue wasn't portal, it was Nintendo. Even if he
| reskinned it Nintendo would still be mad at him for using
| their libraries.
|
| Valve seemed to be relatively cool about it until Nintendo
| decided to come knocking and then it became too much of a
| legal threat.
| pipes wrote:
| I doubt they are "mad". There will be a team of people
| whose job it is to pursue ip infringement for Nintendo,
| they probably don't get emotional about it.
| VelesDude wrote:
| The only reason Valve pulled it was because they feared
| Nintendo would come after them as it was using Nintendos
| proprietary graphics API. They could not distribute the code.
|
| If it was to use a custom built API then there is no issue
| but hacking N64s RSP is a tricky beast of a chip due to all
| the oddities of it being essentially experimental 3D hardware
| at the time.
| Rinzler89 wrote:
| _> hacking N64s RSP is a tricky beast of a chip due to all
| the oddities of it being essentially experimental 3D
| hardware at the time_
|
| It was basically trimmed down cost reduced SGI hardware,
| noting too exotic or revolutionary.
| Rinzler89 wrote:
| I'm assuming this is the kind of side-project that gets you hired
| on the spot in the VR teams at Apple/Meta/Snap without the LC
| bullshit?
| echelon wrote:
| This is what James Lambert does as a follow up when Valve shuts
| down [1] his "Portal in N64" project [2].
|
| James is like Kaze [3] and builds incredible N64 demos [4] and
| technical videos about them.
|
| [1] https://www.youtube.com/watch?v=AdBzok8GjA0
|
| [2] https://www.youtube.com/watch?v=r4KGm7ixcqI
|
| [3] https://www.youtube.com/watch?v=t_rzYnXEQlE
|
| [4] https://www.youtube.com/watch?v=Sf036fO-ZUk
| tantalor wrote:
| LC=?
| Rinzler89 wrote:
| Leet Code
| dfxm12 wrote:
| Interestingly, the NES had 3D glasses that go over your face like
| the occulus and the power glove (mentioned in the video), which
| has roll and flex sensors. No games combined the two, but I
| wonder what that could have been like with such little power. It
| wouldn't be true VR in any sense we think of today, but it would
| have been very unique gaming experience at home in the late 80s.
| toast0 wrote:
| The Famicom 3D system was shutter glasses; these were also used
| on the Sega Master System. On the NES, there wasn't a shutter
| glasses peripheral released, so dual perspective 3D games used
| anaglyph glasses (red/blue).
|
| In my book, that's not really 'over your face like the
| occulus', but that's up to you. Shutter glasses have come and
| gone several times on computers; many supported by Descent from
| 1995 on several different types of glasses, and there was a
| revival of the concept around 2009 with Nvidia 3D Vision.
| Having used some of the 1995 stuff, gearVR, and a quest 3,
| shutter glasses are a big pain.
|
| On the power glove, man is it trash. Theoretically maybe, and I
| think some determined moders have turned it into something
| useful, but period gamepay is atrocious. My brother bought one
| with his paper route money and I think it turned him off video
| games.
| sandworm101 wrote:
| Shutter glasses were also used on PC even where games did not
| support them. I remember playing WWIIOL on a CRT with shutter
| glasses. The effect was amazing, even though a few non-3d
| assets rendered flat. When VR came along I was hoping that it
| too could be handled entirely within drivers, negating the
| need for a title to "support VR". I am so far disappointed.
| VelesDude wrote:
| Core memory unlocked! I had completely forgotten about
| those things. When it worked it was pretty cool.
|
| I guess the issue with driver based VR support is that the
| headset movement would be independent of the game code.
| Thus you would get a lot of issues because you are
| overriding the games camera system.
| bradneuberg wrote:
| The interesting thing is that the original chip inside the N64
| was created by Silicon Graphics and was called Project Reality,
| and it was originally created to pursue consumer VR before that
| whole industry blew up in the 90s and it was made to power a 3D
| console instead. More details:
| https://medium.com/@AguyinaRPG/the-nintendo-64-was-the-culmi...
| alexisread wrote:
| I'd love to see what he could do to optimise and compare the
| Jaguar VR. I don't think the rendering would be as good, but the
| lag might be lower with a more raw interface:
|
| https://www.youtube.com/watch?v=Xh8T6iSbMhc
| https://www.youtube.com/watch?v=Sb-MD8P0c6U
| https://www.youtube.com/watch?v=MFZCgNBxkcM
| djmips wrote:
| This is really cool. I was involved with getting the HTC Vive
| (SteamVR) headset working on a low power Intel NUC with embedded
| graphics - to do VR without using Valve's software. Like James,
| we used Occulus code as a guide, particularly guiding our efforts
| for the chromatic aberration correction - One thing that James
| will not have the processing power to handle. It was difficult
| but in the end we got it all working at 90 FPS (11 ms) - Good
| luck on your efforts James!
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