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https://www.blackmagicdesign.com/products/decklink
We had issues with OBS for compositing, but I can't remember what ended up getting used instead. I've heard other folks have had good luck with OBS though.
https://obsproject.com/
We use After Effects for off-line compositing.
It's definitely the way to show VR to the masses on video. /me goes to order greenscreen stuffz on Amazon ;-)
So you'd take the output of the "VR machine" that would usually go into the monitor and feed that into the "compositing machine", plus the camera feed, right? And for that, you'd use something like "DeckLink Studio 4K" to be able to feed two HDMI-signals (one from the VR machine, one from the camera) into the "compositing machine"?
Not sure if the "DeckLink Studio 4K" would actually be the right choice but it looks as if it had one HDMI input and one SDI Video Input which should be enough: https://www.blackmagicdesign.com/products/decklink/techspecs/W-DLK-12 ... SDI, however, is apparently only supported by fairly high end cameras, so one would probably need an additional SDI to HDMI converter. To make such a setup work.
I have it working in Unity BUT the foreground and foreground alpha (for compositing) are having issues with clipping distances. I've tried various clipping distances for near and far. Normally I would use 0.01 and 10000 but that doesn't seem to display correctly - www.ir-ltd.net/uploads/example.jpg
Do you know what might be causing this?
EDIT:
It seems turning off the External Camera/Controller (third)/camera seems to then display foreground and foreground alpha (for compositing) correctly? - www.ir-ltd.net/uploads/example02.jpg
https://www.youtube.com/watch?v=FhSsdsu4yIk
This one was done differently, with the game doing the compositing. The video is just a grab of the window output using Fraps.
As for streaming something similar it almost feels as if it would be beneficial to have a spectator client connect to the main game through the network and do all the extra cameras and compositing/encoding on a different that machine. But, that might be a pipe dream, especially for single player games :P
The dongles that shipped with the original Vive dev kits are the same hardware as what ships with the Steam Controllers, just with different firmware. These can be converted fairly easily, and have the added benefit of fitting perfectly into the aux port on the Vive headset.
In theory that example.jpg you posted nothing should be showing in the foreground, right? Since the external camera is close to the Hmd (just slightly behind to the left I think?)
What if we could record the demo while using a legacy vive devkit, while filming using the vive pre's HMD with tracking camera.
I would imagine this setup to have the linkbox connect to the legacy vive with USB+Power+HDMI and to have the Vive Pre HMD connected to the same computer using just USB+Power.
That way you'd have a tracked/working HMD for VR and a tracked "camera" with all the known specifications/offsets/fov's/distortion to seamlessly work into the compositing of the scene.
Would it be possible even to connect two pre HMD's to the same computer if a developer has multiples?