If someone had told me ~15years ago that one day I'd have the ability to play a VR version of Super Mario Galaxy, but that, when that time came, I wouldn't even bother to try and play it, I'd have (1) had a hard time believing it, and (2) assumed that future gaming must be godlike, in order to make me not bother with SMG VR.
But the reality of it, is so much more human and boring.
That is, I know from playing far-more-tame 3d motion games in VR, that it actively sucks as much as it rules. The eyes are saying Wow, and the rest of the body is saying No thanks, in a way not experienced before++. As such, when I heard of Dolphin VR last year, I didn't even dream of using it. Even the mere thought of trying to do SMG levels in VR is intimidating.
++I grew up loving roller coasters, and was the only local kid that never got sick on rough boats, but this, this is something else.
What do you mean?
Unlike the NES which has only a few ways to layout the display, which the 3D NES emulator relies on to get good results, the DS can do arbitrary 3D stuff. It also has no API layer to reliably extract the camera information to generalize this kind of re-projection.
Neat looking trick but its sort of a dead end. It requires hand written code for any game you would want to do. I'm also curious about the rendering artifacts visible in the demo.
The DS is very much the wrong choice for this. They should try something similar with Dolphin and gamecube games, because the community there already does some stuff with camera manipulation.