i think its awesome and all but i think it locks out too large an audience to be the "future" of gaming, i dont think it will go away but i think it will always be a small percentage audience market
If you guys had even more money to waste, you should definitely create a complete green-screened dome and call it the VR room. The camera could catch every single angle! Is it possible to connect more than one headset in a game session?
If they brought their equipment to a green room to rent it still wouldn't work out perfect because you need the computer in the room and wires and what not in there still. But it would be better than this. Not saying this is bad, this is awesome!
That'd be really cool, yeah! Hopefully NODE sees this, cuz I'd really like to see how that'd work out too :D I think a multiplayer equivalent of Tiltbrush would be the perfect tool for online roleplaying, really: Just gather up a few VR enthusiasts (or your friends) for a campaign, and the DM would have practically infinite resources for showing and presenting the encounters during their journey.
Why go to tabletop in VR, if they are all in the same room and can play it irl table? O_o But now that I think about tiltbrush.. it would be painful to draw whole game in it ^__^ Maybe this one?: store.steampowered.com/app/517170/?snr=1_7_7_151_150_9
Hell from 2020, we have Digital Screen Volumes now. It can also be used in Blue/Green screen mode. ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-Hjb-AqMD-a4.html - Unreal Engine Virtual Production.
Ok dead serious ~ this is the most amazing thing I've ever seen done with technology. The way you can feel the scale of everything & personally get immersed in the user's own virtual space.... absolutely mind-blowing!! It's hard to describe my feelings right now, I'm completely awestruck!
it's just the camera pov. they used one "copy" for the background, the one that shows on the green screen, and one in a "screen" layer blend upon the player. they synched them and voila
in some vr games you can create a 3rd person spectate camera using a vive controller to be viewed on the computer's monitor, they then line up the in game controllers camera perspective with the perspective of the real world camera and once that is done they attach it to it, so any movements in the VR world are replicated in the real world, then they capture the footage of the game and key it onto the real world footage of the greenscreen, hope this helped
Dude, Sam's backdrop was seriously amazing. Also, I thought this would be an awesome way to show off the VR experience to people, and then you spent 10 minutes talking about Brandon's "dingus". Yeah, I think I'll wait til the next one. haha
This is seriously the best non VR demo of what VR is like that I have seen. You actually show what it's like to be in VR to people who haven't used a full setup. Amazing job guys!
another vr headset: +100k people interested controllers: +500k people interested good games: +50m people interested mixed reality: +2b people interested
2 x Game Camera POV + 1 x Real Life Camera POV + Green Screen = Mixed Reality = *Super Long Wrender Time*. BTW, this won't work with any game; only ones that allow for 2nd POV camera in game that can be assigned to third controller. ps. If this can be edited in Premiere or such, then render time may not be so bad... After Effects... Oh boy!... :)
I've been skipping the VR videos, because it's just not as fun watching someone else in VR. I feel like the audience can't really get into it. This is a great workaround - I can't wait to see some other games done in the same style.
one question tho, how did you made it so the jackedin' guy is sometimes behind the things you draw and sometimes in front of them? o.O like how did You defined the depth of the mixed reality :D
who knows, it could be the headset itself is attached to the layer of camera footage :D and when its behind the paint then the whole footage is behind as well
The game is getting a live view of the greenscreen camera view so it can decide what is foreground and background based on the player masking the green. It generates background, and foreground layers, based on the location of the camera and the headset they know how much is in front of and how much is behind the player. A lot is interpolated to determine where the body is compared to the headset (depth) -- then you just have to composite the layers. Various games support it live but only in quarter res hd -- They are compositing in post for higher res.
at 0:32 behind niko you can see the screen output in the background -- it is generating 4 displays on that screen on the desk; background, live view, foreground, and live composite.
This was so well done that it actually took me a minute to realise you were already showing the mixed reality, it looked like Brandon was meant to actually be there and I was just staring at the screen for like 5 minutes thinking "Sooo.. when is he doing the VR stuff?"
You guys should do a game where you have to build a story off of the previous persons painting. Like making Sam's whole painting a portrait above a fireplace in a house or use it by putting a time machine with four guys getting out. If you know what I mean. :-)