https://www.youtube.com/watch?v=5iDEWNY06sQ
I use that, although it has to be that standalone version (I haven't tried new emulator versions yet). Use alt + mouse movement (left or right) to change the position of one of the views.
By the way, make sure you use Lightboost at 100Hz, because the Virtual Boy is a 50Hz console.
I use that, although it has to be that standalone version (I haven't tried new emulator versions yet). Use alt + mouse movement (left or right) to change the position of one of the views.
By the way, make sure you use Lightboost at 100Hz, because the Virtual Boy is a 50Hz console.
yes, I saw this. unfortunately, that is an undesireable emu that doesnt want to be used because it lacks controller connectivity support and shader support. I've followed that guy around the internet and he hasn't made a post in a long time anywhere. Is he dead? He said he was going to make the dll opensource but disappeared. Can any of you 3D pros make this work for retroarch (the superior vb emulator)? How can it be so hard or take so long when both 3D images are already made available by the emu?
yes, I saw this. unfortunately, that is an undesireable emu that doesnt want to be used because it lacks controller connectivity support and shader support. I've followed that guy around the internet and he hasn't made a post in a long time anywhere. Is he dead? He said he was going to make the dll opensource but disappeared. Can any of you 3D pros make this work for retroarch (the superior vb emulator)? How can it be so hard or take so long when both 3D images are already made available by the emu?
Model: Clevo P570WM Laptop
GPU: GeForce GTX 980M ~8GB GDDR5
CPU: Intel Core i7-4960X CPU +4.2GHz (12 CPUs)
Memory: 32GB Corsair Vengeance DDR3L 1600MHz, 4x8gb
OS: Microsoft Windows 7 Ultimate
I didn't want to make a new thread, so I'm going to post here.
Since February (version 1.7.1, and now there's 1.7.2), Retroarch has a DX11 driver as an option, which triggers 3D Vision. I made a 3D curvature mod that I didn't release (the formula isn't polished enough) more than a month ago for emulators that Retroarch draws the same way (API agnostic, so DX11 compatible), but today I did something else. Virtual Boy (Beetle VB core).
This emulator core has only one 3D mode: anaglyph. This shows both images for both eyes, but it was possible for me to use the main vertex shader to disable relevant color channels depending on the active eye, basically emulating anaglyph with active 3D. However, this can be uncomfortable for my eyes due to the color contrast, so I did some tweaks and I want the opinion of non colorblind users (I have protanomaly).
These are four screenshots of the same scene, using red & cyan anaglyph ingame.
1: normal image with just some separation to the final image done by me.
[img]https://u.cubeupload.com/masterotaku/vbnormal.png[/img]
2: red to the left eye, cyan to the right eye. No other tweaks.
[img]https://u.cubeupload.com/masterotaku/normalseparated.png[/img]
3: some color tweaks I did to reduce the (to my colorblind sight) excessive blue brightness (x0.15) on the right, with some reduced green too (x0.5).
[img]https://u.cubeupload.com/masterotaku/vbmycolortweak.png[/img]
4: "daltonize" effect with Reshade, using the "deuteranopia" setting, which has better balance than "protanopia" to my taste.
[img]https://u.cubeupload.com/masterotaku/vbreshadedaltonize.png[/img]
I can easily switch between these 4 modes with 3 hotkeys, but I want opinions on what's the best for non colorblind users. For me, number 4 is the best and it's the closest one to the game looking the most similar to black and white once you see it in 3D.
The code for separating color channels in the vertex shaders is simple:
[code]
if (stereo.z>0)
{
o2.yz=0;
}
else
{
o2.x=0;
}
[/code]
I didn't want to make a new thread, so I'm going to post here.
Since February (version 1.7.1, and now there's 1.7.2), Retroarch has a DX11 driver as an option, which triggers 3D Vision. I made a 3D curvature mod that I didn't release (the formula isn't polished enough) more than a month ago for emulators that Retroarch draws the same way (API agnostic, so DX11 compatible), but today I did something else. Virtual Boy (Beetle VB core).
This emulator core has only one 3D mode: anaglyph. This shows both images for both eyes, but it was possible for me to use the main vertex shader to disable relevant color channels depending on the active eye, basically emulating anaglyph with active 3D. However, this can be uncomfortable for my eyes due to the color contrast, so I did some tweaks and I want the opinion of non colorblind users (I have protanomaly).
These are four screenshots of the same scene, using red & cyan anaglyph ingame.
1: normal image with just some separation to the final image done by me.
2: red to the left eye, cyan to the right eye. No other tweaks.
3: some color tweaks I did to reduce the (to my colorblind sight) excessive blue brightness (x0.15) on the right, with some reduced green too (x0.5).
4: "daltonize" effect with Reshade, using the "deuteranopia" setting, which has better balance than "protanopia" to my taste.
I can easily switch between these 4 modes with 3 hotkeys, but I want opinions on what's the best for non colorblind users. For me, number 4 is the best and it's the closest one to the game looking the most similar to black and white once you see it in 3D.
The code for separating color channels in the vertex shaders is simple:
Ooooh well, I didn't say anything :p. There's also a "monochrome" effect in Reshade. After some tweaks, left and right views can look the same (not exactly the same gray RGB value here. It was a quick adjustment and after that I did something that is almost perfect):
[img]https://u.cubeupload.com/masterotaku/vbmonochrome.png[/img]
This can be perfect then, as if it were normal 3D :).
Ooooh well, I didn't say anything :p. There's also a "monochrome" effect in Reshade. After some tweaks, left and right views can look the same (not exactly the same gray RGB value here. It was a quick adjustment and after that I did something that is almost perfect):
This can be perfect then, as if it were normal 3D :).
The "fix" is on the blog: https://helixmod.blogspot.com/2018/04/retroarch-dx11.html
Now people can enjoy Virtual Boy games without having to use very outdated emulators :).
Model: Clevo P570WM Laptop
GPU: GeForce GTX 980M ~8GB GDDR5
CPU: Intel Core i7-4960X CPU +4.2GHz (12 CPUs)
Memory: 32GB Corsair Vengeance DDR3L 1600MHz, 4x8gb
OS: Microsoft Windows 7 Ultimate
I use that, although it has to be that standalone version (I haven't tried new emulator versions yet). Use alt + mouse movement (left or right) to change the position of one of the views.
By the way, make sure you use Lightboost at 100Hz, because the Virtual Boy is a 50Hz console.
CPU: Intel Core i7 7700K @ 4.9GHz
Motherboard: Gigabyte Aorus GA-Z270X-Gaming 5
RAM: GSKILL Ripjaws Z 16GB 3866MHz CL18
GPU: Gainward Phoenix 1080 GLH
Monitor: Asus PG278QR
Speakers: Logitech Z506
Donations account: masterotakusuko@gmail.com
Model: Clevo P570WM Laptop
GPU: GeForce GTX 980M ~8GB GDDR5
CPU: Intel Core i7-4960X CPU +4.2GHz (12 CPUs)
Memory: 32GB Corsair Vengeance DDR3L 1600MHz, 4x8gb
OS: Microsoft Windows 7 Ultimate
Since February (version 1.7.1, and now there's 1.7.2), Retroarch has a DX11 driver as an option, which triggers 3D Vision. I made a 3D curvature mod that I didn't release (the formula isn't polished enough) more than a month ago for emulators that Retroarch draws the same way (API agnostic, so DX11 compatible), but today I did something else. Virtual Boy (Beetle VB core).
This emulator core has only one 3D mode: anaglyph. This shows both images for both eyes, but it was possible for me to use the main vertex shader to disable relevant color channels depending on the active eye, basically emulating anaglyph with active 3D. However, this can be uncomfortable for my eyes due to the color contrast, so I did some tweaks and I want the opinion of non colorblind users (I have protanomaly).
These are four screenshots of the same scene, using red & cyan anaglyph ingame.
1: normal image with just some separation to the final image done by me.
2: red to the left eye, cyan to the right eye. No other tweaks.
3: some color tweaks I did to reduce the (to my colorblind sight) excessive blue brightness (x0.15) on the right, with some reduced green too (x0.5).
4: "daltonize" effect with Reshade, using the "deuteranopia" setting, which has better balance than "protanopia" to my taste.
I can easily switch between these 4 modes with 3 hotkeys, but I want opinions on what's the best for non colorblind users. For me, number 4 is the best and it's the closest one to the game looking the most similar to black and white once you see it in 3D.
The code for separating color channels in the vertex shaders is simple:
CPU: Intel Core i7 7700K @ 4.9GHz
Motherboard: Gigabyte Aorus GA-Z270X-Gaming 5
RAM: GSKILL Ripjaws Z 16GB 3866MHz CL18
GPU: Gainward Phoenix 1080 GLH
Monitor: Asus PG278QR
Speakers: Logitech Z506
Donations account: masterotakusuko@gmail.com
This can be perfect then, as if it were normal 3D :).
CPU: Intel Core i7 7700K @ 4.9GHz
Motherboard: Gigabyte Aorus GA-Z270X-Gaming 5
RAM: GSKILL Ripjaws Z 16GB 3866MHz CL18
GPU: Gainward Phoenix 1080 GLH
Monitor: Asus PG278QR
Speakers: Logitech Z506
Donations account: masterotakusuko@gmail.com
Now people can enjoy Virtual Boy games without having to use very outdated emulators :).
CPU: Intel Core i7 7700K @ 4.9GHz
Motherboard: Gigabyte Aorus GA-Z270X-Gaming 5
RAM: GSKILL Ripjaws Z 16GB 3866MHz CL18
GPU: Gainward Phoenix 1080 GLH
Monitor: Asus PG278QR
Speakers: Logitech Z506
Donations account: masterotakusuko@gmail.com