[HN Gopher] Sega VR Revived: Emulating an Unreleased Genesis Acc... ___________________________________________________________________ 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 ___________________________________________________________________ (page generated 2020-11-20 23:00 UTC)