portal 64 will always be close to my heart and I will always keep a copy of the source code close to me in the idea of potentially making it more compleet one day, its something that should never have been abandonned
James this is absolutely insane and I love it so much. Keep doing what you are doing, seeing you push the N64 to way beyond what anyone possibly expects it to do is just so cool. My 8 year old N64 obsessed self would be losing his mind seeing this stuff. It reminds me of when Sega was talking about launching a VR Headset for the Mega Drive/Genesis. Seeing you pull this off and get an N64 rendering two cameras for VR is just so wild. If I ever meet you I am going to buy you a beer big fella.
Around 1994, I think, I got to participate in a VR demo at Epcot Center and the cast member mentioned it was running on Silicon Graphics hardware. Your project really reminds me of that demo. It’s really astonishing what you’ve achieved here.
@@DaussPlays VR hardware goes back way further than the original Oculus (I remember trying a VR flight sim at an air show in the mid 90s), but yeah I wouldn't put anything Oculus in that category...
@DaussPlays We had Vertuality VR headsets in arcades in the 90s, oh also NASA created a VR headset in the 80s too. VR hardware has been around for a while, well kinda.
Oh wow, no kidding. I really, really miss DisneyQuest, it’s such a shame that all of those experiences are gone forever now. Pirates of the Caribbean and Jungle Cruise were some of my favorite immersive reality games there.
hell yeah, im excited for the game you are making!! my friend couldn't believe me when I said, "just cuz nintendo ain't making new games for n64, doesn't mean people can't create whole new ones 30 years later, as long as the console lives, so will its fandom"
For those wondering how it looks: pull the video up on your phone or other relatively small screen at 7:30. Put a piece of paper or something in the middle to block the other eye from seeing. Get as close as you can to the phone and try focusing far away, and the two eyes will merge and you got some 3D. It's not bad at all for N64, very blurry though! That would have been crazy in the 90s / early 2000s!
I actually used a hair tie and put my face up to the screen. It was very blurry, but it was the closest I got to merging the different views into a single image. I've never tried vr before, so this was pretty awesome.
Yeah at the time I doubt I would've minded the resolution. The experience would be quite interesting but I think it would still be so far enough from reality that I wouldn't get any sort of disorientation from it.
As a daily VR user today, its rather awesome to see that same tech being powered by my childhood console. Given modern VR tends to need at least 80 to 90 FPS to prevent motion sickness in the average player, I pre-emptively winced when you said you could only poll every 60 frames and render even less! Still a very impressive tech demo, and that artwork looks lush! Can't wait to see more of your original title!
Hey man love the content, the audio is just a bit too dynamic (A big difference between the high volumes and low volumes of speech). You should put some compression on it, maybe there is some on there already but I don't believe there is. But either way you could make it a bit more, you should also high pass it a bit more so the "mic sounds" from other things tapping the stand will be less noticable. Don't compress your audio too much though as it will also increase your noise floor making the random mic sounds appear louder again, and also all of the other noises in your room with it. First do the low cut, probably around 175hz but I don't know right now it's just a ballpark guess, it could go up to 250hz in some cases you gotta do it by ear. Then apply some compression to the audio, I wouldn't know the exact settings right now but I'd say a ratio around 2:1 with a short attack and a bit of a longer release (short attack so it catches the taps on the mics stand, and a longer release so it doesn't feel too weird and wonky). For some more professionalisation you could add a de-esser aswell as your "sssh" sound is quite noticable, this can also be fixed with an eq but that's a bit much to explain here. De-essers basically do as the name says, they de "sss" your audio. This is no form of hate but generally just some audio tips. Keep up the great work! :) Small edit: I believe everything I said is available for free in Audacity under the "Effects" tab, but it's been a really long time since i've used this software. Otherwise you can use VST's with I believe all major video editing software, so you can also look up some free VST plugins, or you can but some very cheap Waves plugins, the ones I'd recommend are "F6" which is a dynamic EQ, "C1-Comp" Which is a compressor and "DeEsser" which is, well you guessed it, a De-Esser. With C1-Comp should also come a noise gate which can be used in parts where your background noise is very noticable. Just make sure to note make it to intense or it will make the audio sound weirder than just some noisy grain in the background.
I'm so glad that you've picked up so quickly to pivot to an original project. I'm super excited to do what you do next. Loving the creativity and hearing about the struggles along the way
Very cool. A while back I was thinking about what VR would look like if it was released back int he day for either PS1 or N64 using an analogue video signal so I've got a few alternative rendering ideas which could be experimented with. 1. half-vres stereo: Render field 1 to the left eye and field 2 to the right eye. This would give higher horizontal resolution but lower vertical resolution than your approach. 2. full frame mono: Render full frame to both eyes, gain resolution but lose stereoscopy, might be worth the sacrifice at such low resolution. 3. R/B stereoscopy. Green to left eye, blue to right eye. Gain resolution but sacrifice colour information. Multiplayer would be cool too but would require even larger sacrifices, I'd probably sacrifice stereoscopy so you can have head tracked multiplayer at an acceptable resolution.
Watching this had thinking about the "virtual boy"; former developers of Nintendo stated that they did had a headset that is comparable to the "htc vive pro". They even complained that the Virtual Boy was so bad it was nicknamed "virtual dog".
There are a few things here that might make the framerate usable 1) batching, by only copying an object to the RDP onece and rendering it the two times needed, it lowers the ram bus cost per draw call. 2) Alternate eye rendering, There's 0 chance of a decent reprojection algorithm running on an N64, so an ok alternative is to render 1 eye 1 frame and re-use it the next. Halving the per eye framerate but also halveing the horizontal resolution needed and draw calls. Overall for vr, it's recommended to use the resolution mode that gets closest to your target framerate
AER relies on reprojection-adjacent shit anyway and also is built upon the assumption that the game will already be running at a high enough framerate to minimize artifacts, so it is not viable in the slightest.
This is mindblowing. It's also so poetic to me?? to have the N64, a landmark console in the 3D space, connect to VR, the modern horizon of 3D work, agh. its beautiful!! The scene especially looks so beautiful, I like the pixelated look a lot. I think its charming and cozy.
yoo haha, this is so cool. A couple years ago i messed with trying to connect my n64 with an Oculus thru the use of some "basic" virtual desktop stuff and couldn't even fully get that to work, let alone actually having it word like this. Keep it up!
Amazing to see how you linked these together! I can almost imagine an alternative universe where the virtual boy and powerglove did well and the N64 was a super VR experience.
Dk1 oculus is such a nostalgic thing to see. VR has come such a long way and still isn't anywhere near the end of innovation. One of the few consumer technologies that have made leaps and bounds in progress. Everything else has been at a standstill with nothing but gimmicks for at least the last 10 years
The very notion that the n64 can do any of this AT ALL is completely wild, we could have been vomit inducingly VRing it up with Mario all this time damnit!
You are missing the lens distortion! The headset does not do lens distortion for you so your application must do it. At the time of the DK1 each game had to do this distortion itself (using libovr). Later down the line this became the job of the compositor. Also for tracking yaw, you will have more luck using the gyroscope as the magnetometer is not always reliable and the magnetic field can be distorted by metal objects nearby.
That desert scene is pretty amazing looking by N64 standards. Not to mention having it running at a full 640x480 + being rendered twice thru VR without it becoming a total slideshow.
I love this project! In the future when you have audio quality issues, it would be helpful to run it through a low pass filter to cut out that high-pitched ear-drill.
The way you explained the physic maths behind everything caused me a epiphany as to why math is important to technology. Less math equal VR N64, MORE MATHS equal go to moon. Thanks for the video.
re 8:00: All VR systems deal with latency between tracking and display. What you do is extrapolate the pose (rotation in your case) based on rate*latency so that the image is in the right place when the light reaches your eyes.
I was wondering what would you do after you dropped the portal project and I'm so pleasantly surprised! Very impressive stuff, whatever you touch you turn into magic and that's fascinating and very entertaining! Thank you for sharing your projects!
Just heard of Spellcraft 64 on Time Extension, so if this beautiful desert environment is a proof of concept for _that,_ well.... definitely subscribing! ESPECIALLY since it sounds like you're shooting for a flexible magic system a la _Mages of Mystralia_ or something (one of, if not my, absolute favorite spell crafting systems ever in a game). Can't wait for you to show off more incredibly cool things. Honestly I don't know why it's taken me so long to sub anyway, but at least I fixed that today!
Like getting the Genesis or Jaguar VR that never got public. Pretty cool. Low poly early VR I had wondered Indie games doing games of that or old hardware. Even head mounted displays are good enough let alone AR/VR and tracking enhancing it. What a cool scene. Looking good so far even if part of something else. Good environment details, fair tests for VR here too still. Forgot about Portal 64. Also enjoyed the hardware showcase and the turn based platformer. Good luck with future projects. Always cool to see what people do with hardware homebrew or Indie projects or whichever the case people do with their time and skills. What creativity they come up with besides my own ideas (not putting into practise as don't have that skill but still thinking and seeing what people do and what suggestions/ideas like I do with games I research of game design and think of with modern games being better that lack elements I find sometimes). Like the UE VR or Vorpx are fair solutions to add to games but usually big budget (in UE VR any UE game) stuff for PC. So old hardware with VR is cool to see. I don't mind VR but even then I find controllers are odd and games suck where Wii/Move learning happened got better like Red Steel 2 or other games and they went 10+ years behind again. So if analogue sticks or motion controls acting like sticks/d-pad is something I guess. Of control inputs. 2 screens like 3D to work with each eye but more than 3D does. To make it more believable in VR with that depth. I forget what controllers have all 3. I only heard about the magnetometer in the Wii U Gamepad. Most times it's accelerometer and gyroscope in most motion controls but makes sense for VR or probably modern controllers that do (Switch/Dualsense I guess IF THEY DO, PCVR controllers).
This is amazing, this looks extremely impressive, I never thought anyone would actually do a real VR experience on 1996 hardware and the in-game showcase environment looks very well done by Nintendo 64 standards. I would love to see other consoles doing VR, I remember back in the Wii days when I was a kid I kept imagining how cool it would be to have something like that in games like Wii Sports Resort, I always wondered if this actually can be done one day.
If you haven't checked it out already, there's a video of someone turning their WiiU into a VR headset on RUclips. In that video, they talk about a new research paper's algorithm that applies error correction to the gyro magneto and accelero sensors to make a much better approximation, and it's also computationally cheap. Just thought I'd let you know.
I also really enjoy the number 64, congrats on the milestone! Also this proof of concept is really cool, ofc it was sad that you had to cancel the Portal 64 project but your content still proves to be fun, interesting, and informative to watch!
Amazing! It would be cool to see this with a more stripped back environment, aiming for 60fps! I wonder if it would even be possible to get 60fps in the higher resolution mode if the poly count were low enough, maybe relying more on untextured vertices etc...
Very cool experiment! My thought on making the sensor fusion more responsive is that you might be able to do more to mix the gyro with the accelerometer. That is, instead of applying the smoothing directly to the trauma from the accelerometer, you could apply the transform implied by the gyro reading to the existing gravity vector estimate, and then smooth the current reading with the transformed version of the prior estimate. That seems like it should retain the smoothing effect for the gravity vector, but reduce the damping it applies to head rotations. It might also let you get away with a slightly lower damping factor. Just a thought. Very cool work! I do think people really underestimate how immersive VR can be even at low resolutions like this.
Oops! RUclips isn't letting me edit the comment, but I'm not sure how "trauma" got in there. Phone keyboards are sometimes mysterious. I think it was meant to be "input," "data," or "vector"? None of those is close to the swipe path for "trauma," though, so I'm really confused how that ended up there.
This is incredibly cool! I think a good compromise would be to ditch head tracking, that would remove much of the issues with motion sickness, and just have it be a 3d experience instead. There would be the added benefit of being able to have many more headsets work if they dont need tracking.
This is excellent! There was a researcher at my university who used a Sony Virtual IO (iGlasses as they were called) with a modified version of UltraHLE. to achieve a similar effect. It was a sweet implementation but using the hardware console is far more interesting. Incidentally, similar to the power glove idea, he made a flying mouse to use with his VR setup (in addition to the head tracker) but I can't remember if it worked with UltraHLE. It definitely worked with Halflife though so I don't see why it wouldn't have. I always thought it was a research project that ended too soon but I suppose it looked too much like "playing games" to the research committee. I'd love it if you continue with this. It definitely has potential.
I was fooling around with seeing what this would be like by synchronizing the inputs of 2 characters while playing my Jet Force Gemini co-op mod. I would cross my eyes after moving one of the characters to the side to simulate the interpupillary distance. I would readjust the character positions as needed (the mod includes support for a key bind that sets the position and rotation of other players to those of player 1, so readjusting was easy), and then I could kind of play "in 3D". It was pretty cool. Jet Force Gemini supports top and bottom split screen (and 4 corner split screen for 3 and 4 player sessions); of course, I was using the side by side split screen mode instead so that I could achieve the stereoscopic effect. Slightly related: it really bothers me that so many documents discussing stereoscopic vision use example images arranged so that the left eye view is on the left. I'm trying to see the stereoscopic effect without relying on hardware; you'd think the researchers would have figured out that the right eye view should be on the left regardless of the choice of viewing method made by members of their audience. edit: breh, the example video output you show at 7:30 has the same problem! edit that part to be R|L, damn!!
The R|L arrangement you describe allows the image to be viewed cross-eyed, while the L|R placement allows the image to be viewed parallel, which is where you focus your eyes on a point past the paper/screen by relaxing them (described as looking "through" the image). In this arrangement your left eye sees the left half while your right eye sees the right half. Personally I've found the parallel view (L|R) easier to see in 3D than the cross-eyed view (R|L), but I'm aware that some people have a lot of trouble with it too and prefer cross-eyed. Hope that helps any! (Also that's really cool, using split-screen co-op for stereoscopic 3D haha)
@@divisionbyzero8133 Cross-eyed makes my vision go blurry afterwards since it requires decoupling focus from convergence, but I only very rarely have been able to make parallel view work at all (and it's easy to accidentally snap out of again). When I have been able to make parallel work, it was fantastic and much less taxing on the old eye muscles, but only certain images (I think with single strong vertical lines) let me do it.
Your ideas are great, but don't let them take down your project again. The whole Portal thing you did was nuts, I hope your inventions will come to our homes
I’m convinced this is black magic and you’re a class 3 dark wizard
As a member of the Wizard council, id say this is in fact a Class 4 Subclass Dark Electric Magic, which violate the Genesis Convention.
Lvl 99 Conjurer
Totally a class 5 Dark Electric Magic Wizard.
the Class 6 Dark Electric Magic Wizards must be crazy
Bonfire!!!!
I love James' "because I can" style of development.
“If the project dies I want it to die soon…” *awkward pause where everyone is thinking of Portal 64*
I doubt this will cause any problems as it isn't an attempt to put another company's ip on nintendo hardware.
portal 64 will always be close to my heart and I will always keep a copy of the source code close to me in the idea of potentially making it more compleet one day, its something that should never have been abandonned
James this is absolutely insane and I love it so much. Keep doing what you are doing, seeing you push the N64 to way beyond what anyone possibly expects it to do is just so cool. My 8 year old N64 obsessed self would be losing his mind seeing this stuff.
It reminds me of when Sega was talking about launching a VR Headset for the Mega Drive/Genesis. Seeing you pull this off and get an N64 rendering two cameras for VR is just so wild.
If I ever meet you I am going to buy you a beer big fella.
Greenham!!
Smoking pc guy. I love your stuff
Your explorations pushing old tech to its limits inspires me. I still game on a potato to this day.
Keep up all you do greenham you're awesome and I love your PC builds/vids
🚫 playing a n64 in vr
☑️ playing vr on a n64
You clearly haven't used EmuVR if you're gonna put the no sign on the first one
@@JBBostIt's a joke dude
@@JBBostyou clearly have autism
@@JBBost You clearly haven't heard of a joke
@@JBBost You clearly don't own an air fryer
Around 1994, I think, I got to participate in a VR demo at Epcot Center and the cast member mentioned it was running on Silicon Graphics hardware. Your project really reminds me of that demo. It’s really astonishing what you’ve achieved here.
attempting to play the n64 with the powerglove on vr is peak "this will be gaming in 10 years" but in 1996
If your original game has an art style like that, consider me intrigued 👀
He will have learned so much in the previous cancelled project he will be unstoppable.
Portal 64 getting pulled seems to have freed you and given you permission to play with other ideas. I'm glad I'm able to witness this journey.
That Oculus dev kit is old school, I love it.
Nostalgic
We can't possibly be at the point where 'old school' is something we use to talk about VR hardware.
@@DaussPlays VR hardware goes back way further than the original Oculus (I remember trying a VR flight sim at an air show in the mid 90s), but yeah I wouldn't put anything Oculus in that category...
@@DaussPlaysI’m with you. There’s no way Oculus is old school.
@DaussPlays We had Vertuality VR headsets in arcades in the 90s, oh also NASA created a VR headset in the 80s too. VR hardware has been around for a while, well kinda.
if you and kaze emanuar teamed up the biggest n64 projects would become a reality
yes this would be awesome....
That demo reminds me of the Aladdin virtual reality at Disney world from the 90s, nausea included. Awesome work!!
Oh wow, no kidding. I really, really miss DisneyQuest, it’s such a shame that all of those experiences are gone forever now. Pirates of the Caribbean and Jungle Cruise were some of my favorite immersive reality games there.
hell yeah, im excited for the game you are making!! my friend couldn't believe me when I said, "just cuz nintendo ain't making new games for n64, doesn't mean people can't create whole new ones 30 years later, as long as the console lives, so will its fandom"
For those wondering how it looks: pull the video up on your phone or other relatively small screen at 7:30. Put a piece of paper or something in the middle to block the other eye from seeing. Get as close as you can to the phone and try focusing far away, and the two eyes will merge and you got some 3D.
It's not bad at all for N64, very blurry though! That would have been crazy in the 90s / early 2000s!
that worked!! trippy!!
I actually used a hair tie and put my face up to the screen. It was very blurry, but it was the closest I got to merging the different views into a single image. I've never tried vr before, so this was pretty awesome.
Oh wow!
Thanks to this tip i can now experience VR for the first time
brb i gotta do something...
Yeah at the time I doubt I would've minded the resolution. The experience would be quite interesting but I think it would still be so far enough from reality that I wouldn't get any sort of disorientation from it.
There is no reason this should exist and it does and I love it
As a daily VR user today, its rather awesome to see that same tech being powered by my childhood console. Given modern VR tends to need at least 80 to 90 FPS to prevent motion sickness in the average player, I pre-emptively winced when you said you could only poll every 60 frames and render even less!
Still a very impressive tech demo, and that artwork looks lush! Can't wait to see more of your original title!
Hey man love the content, the audio is just a bit too dynamic (A big difference between the high volumes and low volumes of speech). You should put some compression on it, maybe there is some on there already but I don't believe there is. But either way you could make it a bit more, you should also high pass it a bit more so the "mic sounds" from other things tapping the stand will be less noticable. Don't compress your audio too much though as it will also increase your noise floor making the random mic sounds appear louder again, and also all of the other noises in your room with it. First do the low cut, probably around 175hz but I don't know right now it's just a ballpark guess, it could go up to 250hz in some cases you gotta do it by ear. Then apply some compression to the audio, I wouldn't know the exact settings right now but I'd say a ratio around 2:1 with a short attack and a bit of a longer release (short attack so it catches the taps on the mics stand, and a longer release so it doesn't feel too weird and wonky). For some more professionalisation you could add a de-esser aswell as your "sssh" sound is quite noticable, this can also be fixed with an eq but that's a bit much to explain here. De-essers basically do as the name says, they de "sss" your audio. This is no form of hate but generally just some audio tips. Keep up the great work! :)
Small edit:
I believe everything I said is available for free in Audacity under the "Effects" tab, but it's been a really long time since i've used this software. Otherwise you can use VST's with I believe all major video editing software, so you can also look up some free VST plugins, or you can but some very cheap Waves plugins, the ones I'd recommend are "F6" which is a dynamic EQ, "C1-Comp" Which is a compressor and "DeEsser" which is, well you guessed it, a De-Esser. With C1-Comp should also come a noise gate which can be used in parts where your background noise is very noticable. Just make sure to note make it to intense or it will make the audio sound weirder than just some noisy grain in the background.
The VR stuff is really cool, but the exciting thing is the art style of your new project. It's absolutely beautiful.
Using what amounts to a compass to determine direction on a VR headset is a simple yet genius idea that I certainly never would have come up with
After Portal 64 I'm glad you still manage to create groundbreaking n64 stuff
oh hey its you, your cool
"Shut down my port of Portal, will ya?! Fine! Gonna go even nuttier!" Bro this is inCREDIBLE.
I'm so glad that you've picked up so quickly to pivot to an original project. I'm super excited to do what you do next. Loving the creativity and hearing about the struggles along the way
I can imagine it now... Super Mario 64 in VR on the original (slightly modified) N64. That would make for one heck of a video.
Sounds like a great kaze collaboration project
Would be awesome to have the camera tracking be based of the headset movement @james.lambert
@@james.lambertlinkup of the century
@@james.lambertYou just invented a new Mario 64 speedrun category 😂
Actually the best channel on RUclips, can't believe this is real.
I just realized there is what appears to be a cannon in the background lol
That's just a weapon of mass destruction no need to worry.
That's a telescope. If you're talking about what I think you are.
Very cool. A while back I was thinking about what VR would look like if it was released back int he day for either PS1 or N64 using an analogue video signal so I've got a few alternative rendering ideas which could be experimented with.
1. half-vres stereo: Render field 1 to the left eye and field 2 to the right eye. This would give higher horizontal resolution but lower vertical resolution than your approach.
2. full frame mono: Render full frame to both eyes, gain resolution but lose stereoscopy, might be worth the sacrifice at such low resolution.
3. R/B stereoscopy. Green to left eye, blue to right eye. Gain resolution but sacrifice colour information.
Multiplayer would be cool too but would require even larger sacrifices, I'd probably sacrifice stereoscopy so you can have head tracked multiplayer at an acceptable resolution.
Watching this had thinking about the "virtual boy"; former developers of Nintendo stated that they did had a headset that is comparable to the "htc vive pro". They even complained that the Virtual Boy was so bad it was nicknamed "virtual dog".
seeing a dk1 in 2024 feels crazy, its not even that old but it feels so vintage, great work!
The real milestone is 65,536 subscribers. You'll be there soon :)
There are a few things here that might make the framerate usable
1) batching, by only copying an object to the RDP onece and rendering it the two times needed, it lowers the ram bus cost per draw call.
2) Alternate eye rendering, There's 0 chance of a decent reprojection algorithm running on an N64, so an ok alternative is to render 1 eye 1 frame and re-use it the next. Halving the per eye framerate but also halveing the horizontal resolution needed and draw calls.
Overall for vr, it's recommended to use the resolution mode that gets closest to your target framerate
AER relies on reprojection-adjacent shit anyway and also is built upon the assumption that the game will already be running at a high enough framerate to minimize artifacts, so it is not viable in the slightest.
This is mindblowing. It's also so poetic to me?? to have the N64, a landmark console in the 3D space, connect to VR, the modern horizon of 3D work, agh. its beautiful!! The scene especially looks so beautiful, I like the pixelated look a lot. I think its charming and cozy.
Welcome back 64 daddy
I love it that people as smart as James are out there doing amazing work like this. Just made my day.
If there were still any doubts about your skills and this channel's future beyond Portal 64, there aren't after watching this video.
Absolute madness.
This alongside Kanes redone SM64 engine could possibly allow native Super Mario 64 in VR
Glad to see you're still performing magic despite Portal 64's cancellation, this project looks insane.
yoo haha, this is so cool. A couple years ago i messed with trying to connect my n64 with an Oculus thru the use of some "basic" virtual desktop stuff and couldn't even fully get that to work, let alone actually having it word like this. Keep it up!
Dude, you are amazing!! The 3D looks great and I really enjoyed your explanation of the gyro/accelerometer/compass!
I think i found a gold mine with your channel.
What the N64 could’ve been if the Virtual Boy succeeded
Amazing to see how you linked these together! I can almost imagine an alternative universe where the virtual boy and powerglove did well and the N64 was a super VR experience.
Happy to see you keeping up making stuff after what happened. This is a sick project!
Dk1 oculus is such a nostalgic thing to see. VR has come such a long way and still isn't anywhere near the end of innovation. One of the few consumer technologies that have made leaps and bounds in progress. Everything else has been at a standstill with nothing but gimmicks for at least the last 10 years
Congrats on reaching 64 subscribers!
🎉
You literally have the exact same n64 I have. Smoke Grey, Expansion pak, HDMI mod, everdrive popped in.
Great to see your projects continuing. Super excited to see what your original game concept will be.
The very notion that the n64 can do any of this AT ALL is completely wild, we could have been vomit inducingly VRing it up with Mario all this time damnit!
You are missing the lens distortion! The headset does not do lens distortion for you so your application must do it. At the time of the DK1 each game had to do this distortion itself (using libovr). Later down the line this became the job of the compositor.
Also for tracking yaw, you will have more luck using the gyroscope as the magnetometer is not always reliable and the magnetic field can be distorted by metal objects nearby.
That desert scene is pretty amazing looking by N64 standards. Not to mention having it running at a full 640x480 + being rendered twice thru VR without it becoming a total slideshow.
I love this project!
In the future when you have audio quality issues, it would be helpful to run it through a low pass filter to cut out that high-pitched ear-drill.
I think just a simple notch filter was needed
Oh man I’d love to try this with my DK1. This is amazing!
I'M SO GLAD TO SEE YOU BOUNCING BACK!! You rock. Keep rocking!
I'm so glad that what happened to Portal64 didn't make you quit. You have talent.
You went from portal on the n64 to something I like even more: VR!
Also wow the stereo overloap looks so small on the DK1 7:34 x)
"but now we've pivoted to a new project. 😐" was equally funny and sad to me.
Really enjoyed the video, amazing stuff!
this is amazing
Agreed entirely
Already working on another wild project. Very cool!
New Subscriber Here, I love the casual approach to modding and the technical talk. Can't wait to see more of your content!
Saw this mentioned on spawn waves channel. Cool stuff
The way you explained the physic maths behind everything caused me a epiphany as to why math is important to technology. Less math equal VR N64, MORE MATHS equal go to moon. Thanks for the video.
Sir, can I call you a bit crazy?
I mean, genious as well, but also, crazy.
Absolutely loved this vid!
re 8:00: All VR systems deal with latency between tracking and display. What you do is extrapolate the pose (rotation in your case) based on rate*latency so that the image is in the right place when the light reaches your eyes.
I was wondering what would you do after you dropped the portal project and I'm so pleasantly surprised!
Very impressive stuff, whatever you touch you turn into magic and that's fascinating and very entertaining!
Thank you for sharing your projects!
Just heard of Spellcraft 64 on Time Extension, so if this beautiful desert environment is a proof of concept for _that,_ well.... definitely subscribing! ESPECIALLY since it sounds like you're shooting for a flexible magic system a la _Mages of Mystralia_ or something (one of, if not my, absolute favorite spell crafting systems ever in a game). Can't wait for you to show off more incredibly cool things. Honestly I don't know why it's taken me so long to sub anyway, but at least I fixed that today!
Like getting the Genesis or Jaguar VR that never got public. Pretty cool. Low poly early VR I had wondered Indie games doing games of that or old hardware. Even head mounted displays are good enough let alone AR/VR and tracking enhancing it.
What a cool scene. Looking good so far even if part of something else. Good environment details, fair tests for VR here too still.
Forgot about Portal 64. Also enjoyed the hardware showcase and the turn based platformer. Good luck with future projects. Always cool to see what people do with hardware homebrew or Indie projects or whichever the case people do with their time and skills. What creativity they come up with besides my own ideas (not putting into practise as don't have that skill but still thinking and seeing what people do and what suggestions/ideas like I do with games I research of game design and think of with modern games being better that lack elements I find sometimes).
Like the UE VR or Vorpx are fair solutions to add to games but usually big budget (in UE VR any UE game) stuff for PC.
So old hardware with VR is cool to see.
I don't mind VR but even then I find controllers are odd and games suck where Wii/Move learning happened got better like Red Steel 2 or other games and they went 10+ years behind again.
So if analogue sticks or motion controls acting like sticks/d-pad is something I guess. Of control inputs.
2 screens like 3D to work with each eye but more than 3D does. To make it more believable in VR with that depth.
I forget what controllers have all 3. I only heard about the magnetometer in the Wii U Gamepad. Most times it's accelerometer and gyroscope in most motion controls but makes sense for VR or probably modern controllers that do (Switch/Dualsense I guess IF THEY DO, PCVR controllers).
Your videos and projects make me inspired to create stuff. Thanks for sharing all this!!
I see a little Kerbal in the back
Excuse me, but you missed the perfect opportunity to make a Virtual Boy emulator for the N64.
This is amazing, this looks extremely impressive, I never thought anyone would actually do a real VR experience on 1996 hardware and the in-game showcase environment looks very well done by Nintendo 64 standards.
I would love to see other consoles doing VR, I remember back in the Wii days when I was a kid I kept imagining how cool it would be to have something like that in games like Wii Sports Resort, I always wondered if this actually can be done one day.
If you haven't checked it out already, there's a video of someone turning their WiiU into a VR headset on RUclips.
In that video, they talk about a new research paper's algorithm that applies error correction to the gyro magneto and accelero sensors to make a much better approximation, and it's also computationally cheap.
Just thought I'd let you know.
I also really enjoy the number 64, congrats on the milestone! Also this proof of concept is really cool, ofc it was sad that you had to cancel the Portal 64 project but your content still proves to be fun, interesting, and informative to watch!
I absolutely loved this. Keep it up James!
Love your videos... and the TØP shirt makes me very happy. One of my favorites.
Man, it’s crazy how much VR has progressed since the DK1.
If you make this open source, id absolutely give this a shot
So many old consoles are learning new tricks. What a time to be alive! I can't wait for the next thing the 3ds pulls off!
Amazing! It would be cool to see this with a more stripped back environment, aiming for 60fps! I wonder if it would even be possible to get 60fps in the higher resolution mode if the poly count were low enough, maybe relying more on untextured vertices etc...
64K subscribers ought to be enough for anyone.
Congrats! And good luck on your game!
Glad to see that you are still making N64 projects.
there's no way ! your projects are seriously unbelievable
I'm glad RUclips served me this, great channel
hugely inspiring, great stuff as always. looking forward to see progress on your original game
Very cool experiment! My thought on making the sensor fusion more responsive is that you might be able to do more to mix the gyro with the accelerometer. That is, instead of applying the smoothing directly to the trauma from the accelerometer, you could apply the transform implied by the gyro reading to the existing gravity vector estimate, and then smooth the current reading with the transformed version of the prior estimate. That seems like it should retain the smoothing effect for the gravity vector, but reduce the damping it applies to head rotations. It might also let you get away with a slightly lower damping factor.
Just a thought. Very cool work! I do think people really underestimate how immersive VR can be even at low resolutions like this.
Oops! RUclips isn't letting me edit the comment, but I'm not sure how "trauma" got in there. Phone keyboards are sometimes mysterious. I think it was meant to be "input," "data," or "vector"? None of those is close to the swipe path for "trauma," though, so I'm really confused how that ended up there.
VR and Retro??? Both things that I'm in love with!? That's so cool! I love it!
Bro made the virtual boy 2
This is incredibly cool! I think a good compromise would be to ditch head tracking, that would remove much of the issues with motion sickness, and just have it be a 3d experience instead. There would be the added benefit of being able to have many more headsets work if they dont need tracking.
This is excellent! There was a researcher at my university who used a Sony Virtual IO (iGlasses as they were called) with a modified version of UltraHLE. to achieve a similar effect. It was a sweet implementation but using the hardware console is far more interesting.
Incidentally, similar to the power glove idea, he made a flying mouse to use with his VR setup (in addition to the head tracker) but I can't remember if it worked with UltraHLE. It definitely worked with Halflife though so I don't see why it wouldn't have.
I always thought it was a research project that ended too soon but I suppose it looked too much like "playing games" to the research committee.
I'd love it if you continue with this. It definitely has potential.
Now that you know you can read them, the sensors from a DK1 would be great candidates to transplant into the Power Glove and make it work properly :)
This man is simply a genious. Great video! Loved it.
Great video, I really liked how far you got with this!
I was fooling around with seeing what this would be like by synchronizing the inputs of 2 characters while playing my Jet Force Gemini co-op mod. I would cross my eyes after moving one of the characters to the side to simulate the interpupillary distance. I would readjust the character positions as needed (the mod includes support for a key bind that sets the position and rotation of other players to those of player 1, so readjusting was easy), and then I could kind of play "in 3D". It was pretty cool. Jet Force Gemini supports top and bottom split screen (and 4 corner split screen for 3 and 4 player sessions); of course, I was using the side by side split screen mode instead so that I could achieve the stereoscopic effect.
Slightly related: it really bothers me that so many documents discussing stereoscopic vision use example images arranged so that the left eye view is on the left. I'm trying to see the stereoscopic effect without relying on hardware; you'd think the researchers would have figured out that the right eye view should be on the left regardless of the choice of viewing method made by members of their audience.
edit: breh, the example video output you show at 7:30 has the same problem! edit that part to be R|L, damn!!
The R|L arrangement you describe allows the image to be viewed cross-eyed, while the L|R placement allows the image to be viewed parallel, which is where you focus your eyes on a point past the paper/screen by relaxing them (described as looking "through" the image). In this arrangement your left eye sees the left half while your right eye sees the right half.
Personally I've found the parallel view (L|R) easier to see in 3D than the cross-eyed view (R|L), but I'm aware that some people have a lot of trouble with it too and prefer cross-eyed. Hope that helps any!
(Also that's really cool, using split-screen co-op for stereoscopic 3D haha)
@@divisionbyzero8133 Cross-eyed makes my vision go blurry afterwards since it requires decoupling focus from convergence, but I only very rarely have been able to make parallel view work at all (and it's easy to accidentally snap out of again). When I have been able to make parallel work, it was fantastic and much less taxing on the old eye muscles, but only certain images (I think with single strong vertical lines) let me do it.
Your ideas are great, but don't let them take down your project again. The whole Portal thing you did was nuts, I hope your inventions will come to our homes
Seeing you with that headset and glove on, almost made me cry... the prophecy is almost fulfilled.
It’s hard to believe what I see. Exceptional work.
Holy shit, I never expected I could feel nostalgia for a VR headset
The end of portal 64 is sad, but now we get more creative projects! What an amazing video
I'm just shaking my head quietly. Shine on, you crazy diamond.
Excuse my English I'm French. I'm a very happy subscriber of your channel. Your work is amazing and I am fascinated with your projets
when all u can say after hearing someone talk at u for 10 mins straight is ‘damn bro that’s crazy’ but the topic at hand is in fact crazy
Heck yeah! You got my sub! Excited to see your N64 game. :)
Keep up the good work! :)
So surprised this worked! So freaking cool!