Welcome to, a place for Oculus fans to discuss VR. Rules of the Oculus Subreddit • This is a place for friendly VR discussion, so don’t start drama, attack, or bait other redditors.
Be civil or your post may be removed. • Read the before posting a question. • No low effort submissions; memes, gifs, image macros, etc. • No buying/selling: Use. Wiki Pages • • • • Oculus Official Links • • • • • • • • Community Links • Event Calendar: • • • • • • • • • • • • • • • • • • • • • • • • • • • Filter by Flair • • • • • • • • • • • •. Source code and issue tracker is here: Forum is here: Instructions: In Oculus Home, you need to go to the Oculus window and click on the Cog, Settings, General, and allow unknown applications. In the VR settings you should probably turn off Avatar > Show Controllers because that is currently only implemented for the Vive (and only in D3D11).
Super Mario RPG: Legend of the Seven Stars was regarded by Nintendo as the 250th game to be released on the Virtual Console in North America. Its European Virtual Console release was the first official release of that game in the region.
In the Graphics settings you should choose either the D3D11 or OpenGL backend, and set the internal resolution to something like 3x or 2x. In the Controller settings you should choose emulated remote and configure, then load one of the included profiles starting with 'Xbox' (or 'Remote' if you're really desperate to use the Oculus remote). In Options > Hotkey Settings, you should probably load 'Xbox GameCube Complete' or 'Keyboard Default'. You should rip your GameCube and Wii discs and wads to an external hard disk using your Wii (look for instruction on the internet). They should usually be.iso,.gcm,.gcz,.wbfs, or.wad. Put them in a folder and go into the Config settings, Paths tab to add that path. You should enable cheats.


Before starting a new game, right click that game in the game list, and choose properties. Go to the Hide Objects tab and check the glitchy objects you want to hide for VR. Go to the AR Codes tab, and check the Disable Culling codes to force the game to draw things you can't normally see. Then you can choose your game, click play, and put on the HMD. It should be in VR. There are still lots of bugs and issues.
Most games only partly work. If you are inside a game but it looks like a 2D 360 image, then the UnitsPerMetre VR setting is wrong and you need to set it to a larger number (try 100). Someone reported a bug with real Wiimotes that I didn't have time to investigate before Dolphin 5.0 launched. So I don't know if they are working properly or not yet. But unlike Wind Waker, which just naturally works, the reason Metroid Prime 1 and 2 for GameCube work fairly well is because of a massive amount of hardcoded hacking to make them work. I haven't had time to do that hacking for Metroid Prime Trilogy yet.
Metroid Prime is the only Dolphin VR game where your HUD is attached to your head like a helmet. Except the parts of the HUD that need to be attached to the world, like the targeting crosshair. That's all hardcoded into Dolphin VR. The screen-space effects in Metroid Prime only work because I hardcoded it to recognise those layers and stretch them out. Metroid Prime Trilogy is mostly the same as the GameCube version, except for the exact parts that I had to hardcode, like the HUD layers. There's also the problem that Trilogy is 3 games in 1, a problem which has frustrated emulators and game launchers for years.
Culling codes, hide object codes, etc. Would need to be turned on and off for each game in the trilogy or they would break the other games. I know how to solve all those problems, but I just haven't got around to finishing it yet.
Unlike working on other issues, working on Metroid Prime games will only help the Metroid Prime games. Latest sapphirefoxx videos for free download torrent linkedin. There's also the Metroid Prime 3, Metroid Prime 1 New Play Control, and Metroid Prime 2 New Play Control, that need special support. I'll probably work on Metroid Prime 3 first, then get Trilogy working, then the other two. The way Dolphin configures the controls you would need to set the gamecube's Trigger R to be something like: `Trigger R` `Right X+` `Right Y-` `Right Y+` `Right X-` And set the gamecube's Control Stick Up to something like: `Left Y+` `Right Y+` And the gamecube's control stick down to something like: `Left Y-` `Right Y-` etc. I haven't tried it yet, but that's the theory.