VR Powered by N64 [video]
youtube.com
youtube.com
But even more mind-blowing was the SGI booth where they had an Onyx running a VR demo where the user was building downtown New Orleans in legos. Based on that, our shop actually found quite a few customers willing to pay for VRML development, of all things.
Valve seemed to be relatively cool about it until Nintendo decided to come knocking and then it became too much of a legal threat.
I remember with Dolphin, Valve took it down without Nintendo ever even contacting them, which was just very weird. Especially because it was a high-profile Steam launch that they were very much aware of ahead of time.
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.
It was basically trimmed down cost reduced SGI hardware, noting too exotic or revolutionary.
Definitely viable but I guess if you are working on a game, all of a sudden you are focusing on the core workings of an API rather than getting a project done.
Like building an app in Rust and then getting side tracked on optimizing the actual compiler. Very cool but a different task.
[1]: https://www.pcgamer.com/that-portal-64-demake-we-liked-so-mu...
[2]: https://www.patreon.com/posts/new-about-future-96205584
Lambert's Portal 64 work was too impressive for words, so I am truly sad that it has been halted. I was unaware that he relied on Nintendo's proprietary libraries, but I guess I should not be too surprised to see that from a project that used the name and assets from a proprietary game. The silver lining I suppose is that we know that Lambert is likely to produce great things in the future, wherever his mind and heart takes him.
https://www.youtube.com/watch?v=Xh8T6iSbMhc https://www.youtube.com/watch?v=Sb-MD8P0c6U https://www.youtube.com/watch?v=MFZCgNBxkcM
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.
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.
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
Not even given the chance to spend an evening or weekend skimming their old algorithms textbook before interviewing, as any reasonable person does?
Would you also say Depth First Search and Breadth First Search are too complicated to expect average devs to understand?