[HN Gopher] Sega VR Revived: Emulating an Unreleased Genesis Acc...
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       Sega VR Revived: Emulating an Unreleased Genesis Accessory
        
       Author : ecliptik
       Score  : 165 points
       Date   : 2020-11-20 15:43 UTC (7 hours ago)
        
 (HTM) web link (gamehistory.org)
 (TXT) w3m dump (gamehistory.org)
        
       | ElHacker wrote:
       | This is amazing! Can't believe Sega had a VR Headset in 1993 and
       | for only $200, it's a bit sad they couldn't get it out there.
       | 
       | I believe VR is coming very close to going main stream, probably
       | in less than 5 years from now. Oculus Quest 2 is IMO by far the
       | best overall VR device ever, and things will only improve from
       | here. That's why I've recently made a career change to work full
       | time on VR application development, I truly think this is the
       | next big computing platform.
        
       | BorisTheBrave wrote:
       | Surprised to discover that the Ono-Sendai of Neuromancer fame was
       | an actual cyberspace company.
        
       | [deleted]
        
       | 101008 wrote:
       | One of the most interesting articles I've read on Hacker News
       | lately. I think it is well written because someone like me with
       | zero experience developing videogames or even VR software was
       | able to follow most of it (or at least I think I followed it :-)
       | )
       | 
       | It is incredible the amount of stuff he had to solve to be able
       | to work at the end. I think that if it were me, I would have
       | finished the project happily after I surpassed the first
       | obstacle, calling it a day. Kudos to everyone involved on this,
       | really nice write up!
        
       | krm01 wrote:
       | Really fascinating. Along with Nintendo's failed attempt at VR,
       | I'm starting to think if VR is really ever going to take off? It
       | seems history is repeating itself. We all get excited about VR,
       | but it keeps failing to go beyond being a fun gadget. A nice to
       | have. Any thoughts on this?
        
         | mattlutze wrote:
         | I think there's something in mapping the mental model of
         | interacting with your environment to the new controls for that
         | environment, which isn't quite finished yet.
         | 
         | Humans are good at making tools invisible or subconscious
         | extensions of our physical selves, and there's this moat that
         | VR gets stuck in I think on the way to true integrated physical
         | extensions. i.e., a hammer becomes consciously
         | indistinguishable from the carpenter's hand.
         | 
         | TV-based gaming consoles have had 4 decades of continually
         | improving the screen and the input device. How invisible do the
         | newest Playstation/Xbox/Switch (pro) controllers feel in your
         | hands now?
         | 
         | VR can be immersive, but in the real world outside the goggles
         | you're not yet transparently / invisibly integrated into the
         | physical things you're near. So you kinda don't yet trust it,
         | and some of the cables pull you out of the experience, and
         | things are heavy etc.
         | 
         | When VR can live-integrate the world around you transparently
         | into your virtual world, and the problems with things that pull
         | you out of that subconscious human-tool melding are fixed, then
         | I think there's going to be some really epochal things
         | happening.
         | 
         | Until then AR seems to approach that integration moat from the
         | other side and already looks to be making its way into everyday
         | use.
        
           | giantrobot wrote:
           | It's called proprioception. It's your body's sense of its
           | position relative to itself and to an extent the sense of
           | position in your environment. It involves your inner ear,
           | eyes, sounds, and even sensation of air moving over body
           | parts
           | 
           | VR headsets gives your eyes visual cues that don't
           | necessarily match that of your inner ear and body
           | positioning. Lag between your inner ear's sensation and what
           | your eyes see also causes problems.
           | 
           | Additionally your eyes aren't just a pair of fixed cameras
           | mounts in your skull. They constantly scan (saccades) a scene
           | and change their focus and that's that's then constructed by
           | your visual cortex. The world doesn't have a depth of field
           | effect applied to it, your eyes do that for you. Forcing both
           | eyes to focus on a particular focal plane causes a lot of
           | strain in because your eyes are not identical.
           | 
           | Besides human sensory input the lag and lack of precision of
           | the game's sense of your body really fucks with your
           | proprioception. Using a traditional controller uses small
           | muscles with fast reaction times and little of your large
           | motive and balance muscles. You can split your focus easily
           | on the events and visuals of the game and work the controls.
           | 
           | With VR you have to make a lot larger movements and use more
           | of your muscles for balance. Most people are not highly
           | trained athletes their game avatars are and do not have that
           | level of coordination or muscle endurance.
           | 
           | VR basically short circuits a ton of your body's senses or
           | gives them conflicting input. Some people can adapt, many
           | can't adapt for long, and some can't adapt at all.
        
             | dougmwne wrote:
             | Your comment makes me wonder how much variation people
             | experience when trying VR. Possibly quite a bit. I get what
             | you are saying about different cues that are missing, but
             | for me it caused very mild nausea, some odd dreams and a
             | bit of mild disassociation that passed after a few
             | sessions. I wonder if there is some neuroplasticity factor
             | that allows some people to more easily rewire to the new
             | sensations and still feel natural.
        
         | gfody wrote:
         | I think the more serious attempt at VR from that period was
         | Sega's R360 - https://en.wikipedia.org/wiki/R360
         | 
         | I think VR could spark a comeback for arcades with really
         | expensive immersion equipment and infrastructure. Maybe they
         | will be more like The Void.
        
         | terramex wrote:
         | VR is like Linux on desktop. There are people making solid
         | money on it, there is big group of enthusiasts, good quality
         | product exists, yet it does not go mainstream. Personally, I'm
         | much more bullish on AR and its productivity uses. Pushing
         | Linux analogy further it would be VR's 'Android moment'.
        
         | JansjoFromIkea wrote:
         | The accessibility of Oculus Quest really seems to have pushed
         | it forward a lot. I suspect the low price of v2 will result in
         | a double impact between new people buying it and another group
         | entirely buying the old Quest used (I got one for just under
         | half its retail price recently, mindblowing you can get that
         | kind of tech that cheaply now)
        
         | azinman2 wrote:
         | Probably some niche markets worth capturing, but we've yet to
         | see a killer use case. Maybe one exists, but it's hard to
         | suggest that strapping a screen to your face is something that
         | everyone will want to use every day. I liken it to a roller
         | coaster: they're really fun, but also really intense, so I
         | don't want to go on one very often.
        
           | danbolt wrote:
           | I'm quite bearish on VR as a mass-market product, and to get
           | my point across I usually replace the term "virtual reality"
           | with "Nintendo 3DS strapped to your face". I think you've
           | kind of touched on my point well.
        
         | dougmwne wrote:
         | I recently bought an Oculus Quest 2 as my first VR headset.
         | I've been using it about 2 hours a day for the past month. It
         | is absolutely beyond being a fun gadget. I am completely
         | convinced that some form of VR/AR is the future of computing
         | and in many ways that future is here now. A month ago I thought
         | it was going to be a fun toy at best and I was completely
         | wrong.
         | 
         | I like to think of products in terms of the ah-ha moments they
         | can deliver, so here are mine:                 - The sense of
         | presence is incredible. When you slip it on, you go to another
         | place. When you take it off, you are surprised you are still at
         | home. Every time.            - The intuition of using your
         | hands and body to interact with the world reminds me of the
         | very first time I used an iPhone touchscreen. The best games
         | let you pick up familiar objects and interact with them in
         | expected ways without instructions or tutorials.            -
         | The amount of information that can be displayed. A web browser
         | the size of a room. A YouTube video the size of an IMAX screen.
         | I am very interested in Facebook's Infinite Office app they'll
         | be releasing for productivity work.            - Social
         | experiences that are absolutely unlike talking on the phone or
         | video chat and very close to hanging out in person. The social
         | dynamics are also changed and people tend to be much kinder,
         | less like they are screaming into the twitter void and much
         | like they would be in person. I think this has the potential to
         | save us from the social media death spiral and get us talking
         | to each other again like decent human beings. I have witnessed
         | several actual heartfelt apologies when people get offended and
         | it gives me hope.
         | 
         | I think there are a couple of hurdles still:                 -
         | The social experiences currently can work, but without eye
         | tracking and facial expressions you need a good amount of
         | distracting game or group activity to cover over the gap. I
         | think the facial expressions could work on lower fidelity
         | cartoon avatars just fine, sort of like Apple's AR emoji.
         | - The screen quality is pretty much there and the rendering
         | quality from the mobile GPU could use a boost but it's also
         | serviceable. The biggest issue is that the fresnel lenses
         | currently used have too much distortion and blur and cause eye
         | strain and make the headset fidgety and uncomfortable.
         | - The headset is heavy and awkward to wear and put on. It
         | really needs to be closer to a pair of big sunglasses.
         | - The apps and games are still in their infancy, though I think
         | this is largely a factor of # of units sold and the low amount
         | of development dollars invested. Facebook and Valve have been
         | making good contributions here but it will take more before
         | there is a self-sustaining software ecosystem.
         | 
         | So overall, I'd estimate we are 2-3 generations of the current
         | hardware and one spot-on social experience app away from this
         | hitting truly billion unit potential, but it is already so, so
         | close. It feels like smartphones in 2005 or the internet in
         | 1996.
        
           | alonmower wrote:
           | I 100% agree, it changed me from thinking of VR as a dumb
           | gimmick to starting to seriously consider changing my career
           | focus towards VR
        
         | crazygringo wrote:
         | I never bought into VR but just got a Quest 2 a few weeks ago
         | and it's amazing.
         | 
         | Feels like it was made by Apple, the screen resolution is
         | entirely decent, it's ready to use out of the box, no PC
         | required.
         | 
         | I haven't even used it for games yet, but I've already been
         | blown away by watching movies/TV in a virtual theater on it,
         | using Google Street View (the Wander app), and exploring a
         | handful of virtual environments.
         | 
         | I think when retina-level screens take off (~4-8x current
         | resolution, so 1080p keeps its full glory), it's going to
         | become the norm for watching TV/movies by yourself (instead of
         | on your phone or laptop) and watching with friends remotely.
         | 
         | When on-device graphics compare with PC graphics cards it'll
         | become the norm for gaming too.
         | 
         | As for productivity, when the resolution comes, the big
         | remaining question will be lens quality. The further off-center
         | you look, the blurrier it gets. But maybe?
        
           | korse wrote:
           | I'm interested in the productivity side myself, however I
           | haven't had an _off center_ problem. If I move my eyes more
           | than a few degrees out of line they start to hurt so I even
           | move my head when reading your comment. I honestly didn 't
           | think about it much until you mentioned it and I actually
           | gave it some thought.
           | 
           | One of the things that I really like is the head tracking in
           | headsets. I don't really need to look at 6 monitors at once
           | but I want them there in my peripherals so that I can easily
           | glance back and forth.
        
         | korse wrote:
         | I use an old android phone + google cardboard headset when I do
         | drone surveys or inspection. It has become indispensable, as
         | the drone camera gimbal is slaved to my head. Much easier to
         | inspect hard to reach stuff in (or on) the manufacturing
         | facility I work at this way.
         | 
         | I'm always sort of impressed that I am able to have this
         | functionality using (literally) the trash of others.
         | 
         | Once the resolution gets high enough that I can read small text
         | comfortably, I plan on removing monitors from my office all
         | together and migrating to some sort of AR terminal multiplexer.
         | The general idea being that I can throw the headset on and wrap
         | myself in some sort of window manager. I use a whole pile of
         | monitors during daily work and despite needing them all during
         | certain development projects, 50% of the time, I've got 2-3
         | displays sitting idle which is annoying. Having a 3 dimensional
         | bubble of _monitor space_ would fix this nicely for me.
         | 
         | I know this is what work spaces are for, but I've never been
         | very proficient switching between them. I prefer to have all my
         | current projects visible if I look around me.
        
           | Ruthalas wrote:
           | Can you provide information on how you set that up? (the
           | slaved gimbal) I'd love to recreate that!
        
             | korse wrote:
             | https://dji.retroroms.info/
        
             | korse wrote:
             | Base station with DJI support called Litchi. Runs on
             | Android. Has a nice VR mode that auto integrates head
             | tracking. Turn on, switch to VR mode, slide into your pick
             | of cardboard style devices and off you go. It isn't fast
             | enough response for racing, but is great for
             | inspection/maneuvering a drone around inside and out of a
             | crowded facility (slowly) without line of sight.
             | 
             | I use an old samsung galaxy for the ground station/dispaly.
             | Works excellently for the purpose and cost me nothing.
             | 
             | For work I use a DJI mavic pro with updated firmware to
             | remove some pesky restrictions and the DJI phone home
             | functions.
             | 
             | If you really want a roll your own solution, check out
             | Ardupilot with a Navio II flight controller. This will let
             | you construct a full flying telepresence solution to your
             | personal specifications. Embedded Linux and ROS built in
             | too!
        
         | doomlaser wrote:
         | It needs a Pokemon Go. I just got a Quest 2. $299, Apple
         | quality. Works by itself or can plug in to a PC and be powered
         | by its GPU and CPU. It's waiting for new experiences with mass
         | appeal. Valve gave a Half Life incarnation.. it's waiting for
         | the right new content.
         | 
         | For creators, there's already amazing stuff like Tilt Brush.
         | 
         | Part of the issue is that VR is great with super high
         | resolution displays and 120Hz low latency simulation response.
         | The hardware is still catching up to the dream, but it's a lot
         | closer. It reminds me of the dream of the 1984 Macintosh or the
         | NeXT cube, or the 1993 Newton. Software graphics rasterization
         | on 8 MHz 68k / 20mhz ARM cpus.
        
           | AgentME wrote:
           | I've had the original Vive and the Index since each of them
           | came out, though I didn't regularly use them much until I got
           | into VRChat. In a month I've already put more hours into
           | VRChat specifically than the total I've done with other
           | things in VR. I'm not exactly sure of its mass appeal, but
           | it's definitely been the killer app for me and my friends.
           | 
           | I've become somewhat convinced that the killer features of VR
           | are in how it works for social games. The ability to
           | socialize in 3d space with regular body language present
           | (your head and hands are positionally tracked) is great. The
           | sense of presence from being in an all-encompassing scene in
           | VR makes your mind feel more involved in social situations
           | compared to a standard voice call. Having positional audio
           | and the ability to see where other people are looking makes
           | it easier to follow the flow of conversations. Groups can
           | smoothly reform and break apart into multiple separate
           | conversations just as easily as they can in real life
           | meatspace gatherings, which is something that's much less
           | natural in voice calls.
        
             | dougmwne wrote:
             | I agree that social is going to be the killer app for all
             | the reasons you listed. I think the only missing piece is
             | face and eye tracking so those cartoon avatars can have
             | some emotionally relatable cartoon faces.
        
           | krm01 wrote:
           | I wonder though of this is the case. If we look at early PCs,
           | they grew relatively fast. A big driver for that growth was
           | digital spreadsheets.
           | 
           | VR has been around for a while. Why hasn't anyone built the
           | software that skyrockets VR to the masses. Is it because it
           | has no real value beyond entertainment?
           | 
           | For example, for me, having a huge workspace with infinite
           | amount of displays is the way to go. It would be a killer
           | app. Its availabe today for Quest, but I still havent made
           | the jump. The reason being is that we seem to get closer to
           | Mixed Reality devices and THAT platform seems to have no-
           | brainer killer apps. Including pokemon Go.
        
           | alonmower wrote:
           | I bought the quest out of curiosity with low expectations.
           | I've tried a few of the games, many of which were novelties
           | but have been blown away by Eleven Table Tennis. It
           | replicates maybe 98% of what it feels like to play ping pong
           | and I've convinced at least five other friends and family to
           | get a set so we can catch up, chat, and play some ping pong.
           | I play it almost daily now and use it instead of phone calls
           | to catch up with my dad.
        
         | ghostbrainalpha wrote:
         | Anyone who plays Star Wars Squadrons in VR with a Flight Stick,
         | finds it hard to go back to non VR gaming. The quality can be
         | really excellent now, and I think we have moved from the "Tech
         | Demo" stage to Early Nintendo Stage, where there were only 4 or
         | 5 great games but they were all worthy of obsessing over and
         | iterating on.
         | 
         | Beat Saber I think could sustain the Oculus Quest at this point
         | on its own.
         | 
         | When Half Lyfe starts running natively on the Quest we will
         | probably see another explosion.
         | 
         | And if they get Mind Craft running on Quest there will be
         | millions of kids playing VR for hours every day.
        
         | pr0zac wrote:
         | I have a first release Oculus Rift and ended up not really
         | using if after the first few weeks because it mostly just felt
         | like a cool tech demo and not really ready for regular use.
         | 
         | A friend recently brought over his Valve Index and using it
         | felt like it was actually approaching something I could see
         | using more than to just show off a fun gadget (as you put it).
         | Really the big thing is the screens finally felt good enough
         | that I was able to occasionally forget what I was looking at
         | was because I had two monitors strapped to my face.
         | 
         | That said, I think I'm probably going to wait one more
         | generation before I spend the money on a new headset. Hopefully
         | the improvements in gen3 will comparable to those between gen1
         | and gen2.
        
           | dougmwne wrote:
           | From what you've already seen from the Rift, I would probably
           | wait for the model with built in eye-tracking, a new lens
           | technology (varifocal?) and either stand-alone or fully
           | wireless PC linked. 2 more generations or about 6 years? I
           | hope we get there before companies lose interest.
        
       | SubiculumCode wrote:
       | I mean Sega Master System had those cool 3D glasses with a
       | missile defense type 3D game.
        
       | SV_BubbleTime wrote:
       | Is it just me or did the website designer go WAY overboard on the
       | banner size and it's practically unreadable on mobile in
       | horizontal?... Why do people do this? Do they not care?
       | 
       | Edit: lolokhn
       | https://i.ibb.co/9VcJtCn/00-ACECC5-A03-F-4988-8286-99-E7650-...
        
         | JxLS-cpgbe0 wrote:
         | If you really want to rage try it on a phone in landscape. A
         | logo and a hamburger icon...and it's half the screen!
        
         | dang wrote:
         | " _Please don 't complain about website formatting, back-button
         | breakage, and similar annoyances. They're too common to be
         | interesting. Exception: when the author is present. Then
         | friendly feedback might be helpful._"
         | 
         | https://news.ycombinator.com/newsguidelines.html
        
         | Kuinox wrote:
         | It distract me reading the text, on PC.
        
           | striking wrote:
           | Try https://alisdair.mcdiarmid.org/kill-sticky-headers/.
        
             | Kuinox wrote:
             | Nah, simply created a uBlock rules, took few seconds.
        
               | JxLS-cpgbe0 wrote:
               | I have a global custom stylesheet with #header, #site-
               | header, #footer etc hidden by default. 99% of sites are
               | improved.
        
               | Kuinox wrote:
               | I don't think that modifying that much the website will
               | improve my productivity.
               | 
               | I do use a lot of uBlock list that remove annoyance, but
               | made some important content disapear sometimes...
        
         | chc wrote:
         | They probably don't care, since you can just rotate your phone
         | 90deg.
        
       | mrguyorama wrote:
       | I really want to see someone do something similar: Allow you to
       | view emulated VirtualBoy games in a VR headset so you can
       | experience the actual 3D effects
        
         | mikepurvis wrote:
         | Or for another option, Virtual Boy emulated on a 3DS:
         | 
         | https://github.com/mrdanielps/r3Ddragon
         | 
         | Note also that you can use the 3DS emulator Citra with a head-
         | mounted VR display, and apparently it's pretty great:
         | 
         | https://www.reddit.com/r/Citra/comments/c20fu7/citra_in_vr_i...
         | 
         | So for maximum nesting doll fun, it's likely you could run the
         | Virtual Boy emulator under Citra, and view it all on your VR
         | headset.
        
           | wk_end wrote:
           | Sadly r3Ddragon looks quite dead (no updates in five years)
           | and isn't very far along (commercial games don't run
           | properly, speed is often lacking).
        
         | kevinmmccormick wrote:
         | This works flawlessly on the Oculus Go and the Oculus Quest:
         | 
         | https://sidequestvr.com/app/125
        
         | modeless wrote:
         | https://github.com/braindx/vbjin-ovr
        
       | SV_BubbleTime wrote:
       | wptr++;         /*  Skip number of sprites in frame */
       | wptr++;         /*  Skip hotspot offset */              wptr++;
       | wptr++;
       | 
       | >Those last 2 pointer increments are skipping over data that goes
       | completely unused, and it seems that at some point the data was
       | removed from the ANM2FPA.EXE output.
       | 
       | Yea... I wouldn't have found that so easily I don't think. I
       | don't just increment pointers like that, and trying to determine
       | intent of someone else's code where there are just two random
       | increments... this guy must be a lot sharper than me!
        
         | bluesign wrote:
         | He has the source code, I guess these comments are from
         | original source code.
        
           | SV_BubbleTime wrote:
           | Oh I get that. My comment was still how easily this could be
           | missed even with source.
           | 
           | Maybe it's just me, but I rarely use ptr++ to jump over like
           | that. I'm more likely to use ptr[1] that isn't "destructive"
           | to the location you started with.
        
             | cirno wrote:
             | It saves you needing a separate index variable. If you're
             | doing something like LZSS decompression it makes the
             | relative window offsets natural (absolute). Not sure I'd
             | recommend coding like that today, unless ptr was a smart
             | pointer that had bounds checking, but for the time period
             | it was a perfectly fine technique.
        
       | crazygringo wrote:
       | This is insane, I had _no idea_ Sega almost launched a VR headset
       | in _1993_... and for $200?!
       | 
       | I'm not surprised it didn't work out, but I never imagined we had
       | the tech even for low-resolution tiny color LCD screens back
       | then, or the "intertial measurement unit".
       | 
       | I mean, I lived through those years and now I kind of have to
       | retroactively alter what I thought was possible...
        
         | J5892 wrote:
         | The Game Gear came out in 1990 (in Japan). I assume they used
         | similar screens for the headset.
         | 
         | The tracking is what surprised me the most. Watching the trade
         | show videos in the article, it's amazing how good it was with
         | what was likely just an accelerometer.
        
         | 14 wrote:
         | Then you really missed out on a treat the [1]Nintendo
         | Virtualboy released in 1995. I had a lot of fun playing it
         | sadly it never took off. [1]
         | https://m.youtube.com/watch?v=Po5iEqDDv3U
        
         | RealityVoid wrote:
         | I wonder what sort of IMU could that have been? Back then MEMS
         | was not a thing, so how did that work? I am puzzled how they
         | managed to target 200$
        
           | ChickeNES wrote:
           | Actually, the first MEMS devices predate this by decades,
           | though the first MEMS gyroscopes and accelerometers were
           | actually developed around the same time as the Sega VR,
           | though not available commercially. The article does link to
           | the patent for the motion tracker used, and it's pretty odd
           | (and not MEMS):
           | https://patents.google.com/patent/US5526022A/en
        
         | ngold wrote:
         | If I remember correctly, everyone in the company was super
         | excited...then they came out of the prototype room and
         | immediately canceled it.
         | 
         | I think it might have made people sick.
        
         | alexisread wrote:
         | A couple of years later, Virtuality got roped into nearly
         | releasing the Jaguar VR headset (with Atari) which moved the
         | bar significantly: https://m.youtube.com/watch?v=WTWyKNN_Lgg
        
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       (page generated 2020-11-20 23:00 UTC)