Some Medfaden Virtual boy core .cfg editing for 3D VR

So happy to find this thread!

I tried the last shader which was pasted but didnt have any luck getting it to work on my devices.

It crashes retroarch on my HTC DNA when applied. On nvidia shield (portable) nothing happens.

Other shaders do seem to be working. Interestingly the side by side shader (from http://libretro.com/forums/showthread.php?t=2628&page=2 ) works on the shield but crashes my HTC DNA.

Is there a required version of gl es? What hardware did you get it working on?

I have a bit of an update. After having some more time to mess around it appears the 3D effect is not working. In the last glsl posted. Here is some screens, its indeed the same image. the other is to show me almost lining them up, but the end up same image. Tested few others



I have a bit of an update. After having some more time to mess around it appears the 3D effect is not working. In the last glsl posted. Here is some screens, its indeed the same image. the other is to show me almost lining them up, but the end up same image. Tested few others




I don’t think I understand your issue. Do you mean the two images are the same (that is, objects don’t diverge with distance)? If so, did you turn on one of the anaglyph modes in the core options? (red & blue doesn’t work, and red & cyan makes the left image a little dark, but all of the others work, IIRC).

Here’s what I get:

Oh >< you indeed correct. Red & Electric Cyan are working great. Red & Green produce a white and yellow

Oh, ha, I never saw the yellow because I always use the red palette. Regardless, glad that got you fixed up :slight_smile:

So would this work with the Oculus Rift?

Yeah, should work with any VR headset. You’ll need to play with the options to get the images lined up with the lenses, but otherwise, yeah, should be fine. On PC, you should use the Cg version, which is identical.

Sorry for the necro but I wanted to ask something similar but didn’t want to create a new thread since it pretty much is the same thread. I’ve just ordered a new 3dvision emitter to use for my machine. So I would like to ask if this can be set up to make 3D working on the vb core with 3Dvision or if there was a shader that would allow it or a shader that would turn the anaglyph colors to the colors used by 3Dvision?

I don’t know anything about how 3Dvision works but yeah, this should either work or be adaptable.

This was an old hack to get it to work in the standalone version: https://www.youtube.com/watch?v=5iDEWNY06sQ

Here’s the jist: http://hexus.net/tech/tech-explained/graphics/19227-nvidia-geforce-3d-vision/

Basically, it’s kinda like analglyph but the eyes in the glasses turn black (back and forth) to block out one image from one eye, and another image from the other eye. They shutter back and forth creating the effect.

@1:51: https://www.youtube.com/watch?v=DLhtO-gNzLs

Hey, so I know I’m really late to this party, but I’ve been working on getting ‘real’ 3D virtual boy play myself.

My method is using a PSVR headset connected to my PC and a modified version of vbjin.

This way it’s got the full SBS 3D as well as the red-scale graphics

The custom vbjin can be found on this guys video here: https://www.youtube.com/watch?v=r-SU4u5_Zv8

I don’t know anything about implementing features into cores/emulators… or if this is even helpful at all. I was just excited to see someone else was interested in VB emulators using HMDs in 3D.