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Mixed reality video - a great way to show the player in VR

Raticus79

Seek victory, not fairness
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
G7dKvKY.gif

(full video)

4UBUIYe.gif


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
6VOAXuS.gif

(full video)

Job Simulator
AtzAcRx.gif

(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:
jc8btGE.gif

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.
 
Holy crap, this kind of thing might be amazing for machinima type of videos using games + real people.
 
I'd love to see one done with this Audi demo: https://m.youtube.com/watch?v=fvQS8...yyZ_Iu2WSkMWkcGtbPCPO9tfDfNKa7ZccrRCi4fq1yTXg

The job simulator one you posted is great, thanks.

It would take some careful post editing to handle the parts where the person is clipping through the car, but it could be done I think. Would definitely want to have the moving camera configuration for that one.
Maybe they could have their renderer cut out a cone around the headset matching the portion that would be cut out in the first-person view as the person moved through the car.
 
While this stuff is really great, it does require a very specific set-up to work. Some streamers and devs will go for it (and hopefully put out more amazing videos), but it probably won't become standard.

I think the "spectator mode" is a solution with more "mainstream" (as much as anything VR is "mainstream") potential. I hope more games include something like that.

Of course, the additional rendering load for the extra viewport also has to be considered.
 
Valve is using this for videos on their SteamVR home page. 6 new videos here:
http://store.steampowered.com/steamvr
https://www.youtube.com/watch?v=qYfNzhLXYGc

http://steamcommunity.com/games/250820/announcements/detail/626372843510575108

We are excited to announce the Vive by HTC is launching today along with over 50 titles on Steam including Valve's The Lab.

We have an overview of VR on Steam available here going into more detail.

The videos featured on the page use mixed reality to help show what the games are like in VR.
 
Speaking of other genres, here's one highlight I really enjoyed from the launch video:
https://youtu.be/qYfNzhLXYGc?t=195
8HqVAZt.gif


Player in Elite using HOTAS.

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Edit: One more: Assetto Corsa

Someone just needs to put the player inside a cube of led light walls and make that replicate the game world for more accurate lighting on the real player (like how they filmed the scenes with Sandra Bullock and Clooney in Gravity).

EDIT: Like this.

 
Someone just needs to put the player inside a cube of led light walls and make that replicate the game world for more accurate lighting on the real player (like how they filmed the scenes with Sandra Bullock and Clooney in Gravity).

EDIT: Like this.

Looks like they actually did something like that in this new one for Tilt Brush:
https://www.youtube.com/watch?v=TckqNdrdbgk

0E8urAn.png


--

Six months later, Conan O'Brien:
http://www.neogaf.com/forum/showthread.php?t=1316631
This is pretty awesome...

KQuufDo.gif
 
I can't find a video showing SuperHOT in mixed reality. Am I bad at searching? I'd love to show a video doing this game justice, could anyone help? Thanks!
 
I can't find a video showing SuperHOT in mixed reality. Am I bad at searching? I'd love to show a video doing this game justice, could anyone help? Thanks!

Being Oculus exclusive might be the problem there. Usually the devs have to do something to render an additional view from the third controller's perspective using a SteamVR plugin that was built for that purpose. I don't think they have anything like that ready on the Rift side yet.
 
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