

Well, unfortunately, Metroid Prime and its sequels are the type of games which bug out from the ability to move the camera in unintended ways. It makes sense because, for a lot of people, when they think of gaming VR, they think of that fake Nintendo On trailer posted before the unveiling of the Wii: That said, the most requested game to try in VR is without a doubt Metroid Prime. Using this code, I played through the game in VR:


#Metroid prime 3 dolphin vr settings vive code#
Now Wind Waker is normally played in a 3rd person perspective, and you can play 3rd person games in VR just fine (they look like toys running in front of you), but someone developed an AR code that put the game in first person perspective, and even gave correct controls. I also tried Legend of Zelda: Wind Waker. F-Zero GX ran incredibly with virtually no major visual bugs that impeded gameplay, and the VR mode immensely improved the game: A good example is Mario Galaxy, which works fine in most segments, but in segments meant to have a fixed camera, it bugs out because a lot of special effects were hand tuned to appear correctly only from that specific perspective.Įarlier this year, I played through a few GCN games in VR and posted some videos of the ones which worked well.
#Metroid prime 3 dolphin vr settings vive driver#
So it's relatively easy to get gamecube and Wii games going in VR using dolphin - there exists both a native build of dolphin with VR support (both DK1 and DK2), and you can use an injection driver like Tridef 3D to enable VR headtracking in normal builds of dolphin (DK1) - but the main problem with doing so is games behaving incorrectly or inappropriately for VR because they were never meant to accommodate such a VR perspective.
