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. 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.
Earlier this year, I played through a few GCN games in VR and posted some videos of the ones which worked well. F-Zero GX ran incredibly with virtually no major visual bugs that impeded gameplay, and the VR mode immensely improved the game:
https://www.youtube.com/watch?v=YXZTTaosYmY
I also tried Legend of Zelda: Wind Waker. 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. Using this code, I played through the game in VR:
https://www.youtube.com/watch?v=_vXhvacz7bY&feature=youtu.be
Again, a very cool experience.
That said, the most requested game to try in VR is without a doubt Metroid Prime. 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:
https://www.youtube.com/watch?v=zX2smM87r14
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. Namely, to get the games running on the GCN/WIi's low amounts of memory, the game uses aggressive clipping to unload geometry just past the HUD, which occupies most of the screen. Since you can look around beyond the HUD in VR, you see the entire world deconstructing constantly that ruins the experience. See this example I recorded:
https://www.youtube.com/watch?v=ctRn9FG0D1c
The annoying part is that, at times, it still comes together and forms an incredible experience. Because, for all the times the world is blowing up around your eyes, sometimes you'll enter small areas without clipping and it just works. In the above video, I actually played with the Wii version of Metroid prime, not the GCN version, which let me use a Wiimote to positionally track my hand independent of where I was looking.
And, like I said, sometimes everything would click at the same time, and the gun would look like it was exactly where your arm was IRL, and the clipping wouldn't be noticable, and you'd be looking at an enemy and it was life sized and right in front of you, and suddenly you were Samus. Unfortunately, said moments were fleeting as the clipping problem was just too much to deal with.
Well, a user on the Oculus Rift forum named Fugazi has developed an AR code for Metroid Prime that disables clipping, letting the entire world reside persistently and beyond the HUD. This fixes the problem and lets you experience the transformative moments I described above consistently throughout Metroid Prime.
AR CODE: 043451D0 38600001 043451D4 4E800020
You can follow the topic on the Oculus Forum about VR work with dolphin here: https://forums.oculus.com/viewtopic.php?f=42&t=11241&start=620
When playing in VR mode in Metroid Prime, it is apparently a good idea to toggle the rarely-discussed option to turn off Samus' helmet from the option's menu. While the physical helmet is cool on a TV, it looks weird in VR. The hud still works floating in space, but you don't get this weird, flat looking helmet texture in front of your face.
Excellent day.
Earlier this year, I played through a few GCN games in VR and posted some videos of the ones which worked well. F-Zero GX ran incredibly with virtually no major visual bugs that impeded gameplay, and the VR mode immensely improved the game:
https://www.youtube.com/watch?v=YXZTTaosYmY
I also tried Legend of Zelda: Wind Waker. 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. Using this code, I played through the game in VR:
https://www.youtube.com/watch?v=_vXhvacz7bY&feature=youtu.be
Again, a very cool experience.
That said, the most requested game to try in VR is without a doubt Metroid Prime. 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:
https://www.youtube.com/watch?v=zX2smM87r14
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. Namely, to get the games running on the GCN/WIi's low amounts of memory, the game uses aggressive clipping to unload geometry just past the HUD, which occupies most of the screen. Since you can look around beyond the HUD in VR, you see the entire world deconstructing constantly that ruins the experience. See this example I recorded:
https://www.youtube.com/watch?v=ctRn9FG0D1c
The annoying part is that, at times, it still comes together and forms an incredible experience. Because, for all the times the world is blowing up around your eyes, sometimes you'll enter small areas without clipping and it just works. In the above video, I actually played with the Wii version of Metroid prime, not the GCN version, which let me use a Wiimote to positionally track my hand independent of where I was looking.
And, like I said, sometimes everything would click at the same time, and the gun would look like it was exactly where your arm was IRL, and the clipping wouldn't be noticable, and you'd be looking at an enemy and it was life sized and right in front of you, and suddenly you were Samus. Unfortunately, said moments were fleeting as the clipping problem was just too much to deal with.
Well, a user on the Oculus Rift forum named Fugazi has developed an AR code for Metroid Prime that disables clipping, letting the entire world reside persistently and beyond the HUD. This fixes the problem and lets you experience the transformative moments I described above consistently throughout Metroid Prime.
AR CODE: 043451D0 38600001 043451D4 4E800020
You can follow the topic on the Oculus Forum about VR work with dolphin here: https://forums.oculus.com/viewtopic.php?f=42&t=11241&start=620
When playing in VR mode in Metroid Prime, it is apparently a good idea to toggle the rarely-discussed option to turn off Samus' helmet from the option's menu. While the physical helmet is cool on a TV, it looks weird in VR. The hud still works floating in space, but you don't get this weird, flat looking helmet texture in front of your face.
Excellent day.