One of the big challenges facing VR is how to convey the experience through video. This green screen technique is an effective way to help bridge that gap.
(these have been mentioned in the other VR threads - I just wanted to start this one to gather the current examples and any new ones that come up as more developers try it out)
Fantastic Contraption
(full video)
When a third Lighthouse controller is attached to a camera for tracking, and the game is configured to output a video stream from that controller's perspective, they can use green screen to combine the camera's feed with the render and show the player in the VR scene like this.
The developers have included a way for people to do this themselves and posted a guide for it here:
http://northwaygames.com/how-to-mixed-reality/
This do-it-yourself method doesn't include a third Lighthouse controller, so it relies on a fixed camera and manually calibrating the game to match it.
Here's an earlier video using this setup:
Mixed reality introduction to Fantastic Contraption (15 minutes)
Audioshield
(full video)
Job Simulator
(test video)
They're also experimenting with different camera methods in "spectator mode", where the streamer can spawn a virtual camcorder in-game and place it wherever they want, then step in front of the virtual camera:
Spectator mode (2:21)
Impressive that this camcorder also includes a preview feed on its display!
That smoothing feature should be really helpful for those streams where the player is looking around a bit too quickly and it's hard to follow.
Other games soon?
Valve has created a Unity plugin for using the tracked-camera technique in SteamVR, so hopefully we'll see more of these from other developers soon. There's an active thread for it here:
https://steamcommunity.com/app/358720/discussions/0/405694031549662100/
This could work for external cameras in other genres too - for example, it should be fine for showing the player in the driver's seat in a racing game. The camera's position would just be relative to the driver's seat as the car moved around the track.
(these have been mentioned in the other VR threads - I just wanted to start this one to gather the current examples and any new ones that come up as more developers try it out)
Fantastic Contraption
(full video)
When a third Lighthouse controller is attached to a camera for tracking, and the game is configured to output a video stream from that controller's perspective, they can use green screen to combine the camera's feed with the render and show the player in the VR scene like this.
The developers have included a way for people to do this themselves and posted a guide for it here:
http://northwaygames.com/how-to-mixed-reality/
This do-it-yourself method doesn't include a third Lighthouse controller, so it relies on a fixed camera and manually calibrating the game to match it.
Here's an earlier video using this setup:
Mixed reality introduction to Fantastic Contraption (15 minutes)
Audioshield
(full video)
Job Simulator
(test video)
They're also experimenting with different camera methods in "spectator mode", where the streamer can spawn a virtual camcorder in-game and place it wherever they want, then step in front of the virtual camera:
Spectator mode (2:21)
Impressive that this camcorder also includes a preview feed on its display!
That smoothing feature should be really helpful for those streams where the player is looking around a bit too quickly and it's hard to follow.
Other games soon?
Valve has created a Unity plugin for using the tracked-camera technique in SteamVR, so hopefully we'll see more of these from other developers soon. There's an active thread for it here:
https://steamcommunity.com/app/358720/discussions/0/405694031549662100/
Valve said:The idea is that you attach the third controller rigidly to a camera that you can use to record the person playing on a greenscreen. Then you set the xyz offset and rotations in the config file to match the virtual camera in game. We have a tool for automatically solving for this, but it's not ready to release publicly yet, so you'll have to eye ball it for now by adjusting in the editor looking at other tracked objects until they line up close enough.
This script changes the output of the companion window on your main screen. It outputs four quadrants: foreground, foreground alpha (for compositing), background and normal game view.
You'll need to use another application to perform the compositing (e.g. OBS) and can use that to stream via twitch, etc. or you can save out the video feed and put it together in post.
Since this is a pretty intensive operation, and the primary computer is already overloaded with rendering the scene multiple times, you are better off setting up a second computer to take the video feed from the camera and the game, to composite in real-time for preview (very useful for the social aspect - e.g. set up a group of people on a couch to watch) and also take the brunt of writing the files to disk.
For creating trailers at 1080p, you'll want to set your output to 4k so each quadrant is full res.
The Vive Pre headsets only support pairing two controllers, but you can take an original Vive dev kit controller and plug its dongle into the primary machine, or use the usb cable with adapter to avoid dealing with batteries.
This could work for external cameras in other genres too - for example, it should be fine for showing the player in the driver's seat in a racing game. The camera's position would just be relative to the driver's seat as the car moved around the track.