We’ve been working to bring native mixed reality capture support to Oculus Rift, and now, it’s here! Time to go out and get a green screen. Using our new stack, developers (and other pro users, once more apps are enabled) can create videos and other content that merges live footage of people using Rift and Touch in the real world with in-game footage from VR apps.
Rather than presenting a user’s limited point of view, mixed reality actually gives people outside of VR a better understanding of what it feels like to be immersed in VR. In doing so, mixed reality captureunlocks a new way for developers, creators, streamers, and marketers to share their content online and in-person.
GIFs provided by Oculus Medium
In these early days, mixed reality capture does require numerous steps and a certain level of technical proficiency. We recently published an extensive Mixed Reality Capture Setup Guide that includes the information you need to know on compatible PCs and cameras, how to set up VR Objects (currently requires a third Oculus Touch controller for tracking the location of a dynamic camera), using our new CameraTool for calibration, ideal room and sensor setups, and more. Specific guides for integrating mixed reality capture support in your Unity and Unreal apps are available here: Unity, Unreal, and Native.
If you’re interested in testing your setup, included with the SDK is our Oculus World Demo, the first app enabled for mixed reality capture.
A few important things to keep in mind:
You’ll need a way to mount the Touch controller for dynamic camera tracking. We’ve provided a CAD model for just this purpose, see guide here.
For best possible set up, try to follow documentation as precisely as possible, and pay special attention to the directions regarding Oculus sensor setup, USB ports, and chipsets.
GIFs provided by Oculus Medium
We can’t wait to see this out in the wild. This is just the beginning; we’ll continue adding new functionality, simplifying the process, and improving stability, compositing, and more. Let us know what you think — and share your captures with us over on social @oculusrift and @oculus_dev!
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