BOLL wrote:Live Streaming: I have a few projects where I want to stream to the Rift, but like a direct video feed as the latency has to be low. The only solutions I found to merge two HDMI-sources into a SBS signal costed an arm and a leg though so I put that on ice.
... and if you add portability to the mix (ie the head camera person could move around without lugging a heavy piece of gear), I guess it becomes a case of impossibru. I tried looking around at some point too. There are stereoscopic HDMI video mixers, but not only they cost a fortune, they're also meant for studio rack use.
Two HDMI capture cards on a PC, and
Stereoscopic Multiplexer... nah.
The MindFrog project dudes built their own multiplexer, but that was for PAL/NTSC video signal only.
Question again is what kind of box you would need to bake the image to be streamed, especially if it needs defishing and then leep-warping
It's all technically, theoretically possible. My Nokia 808 PureView phone handles its 41 megapixel sensor output to resample it and to do a bit of lens correction too. With a dedicated chip. Which Average Joe or even Engineer Joe cannot build just like that.
I pondered if it would be best to publish them as rectilinear and then have the video player warp the image during playback.
Agreed, rectilinear would act as a good intermediate / universal format. It should already be Rift compatible (FOV aside) if there was video support, because Rift was originally designed for polygonal game graphics which are rectilinear by default.
For option 1, I'm wondering in what position you should be when watching. Lying down? Sitting in a comfortable chair? I guess a static head at least, as to not have more conflicting motions than those present in the video.
People have usually watched my videos on a desktop display / laptop, and I've adviced them to keep their heads still. Some complained about motion sickness.
As for rotating binaural sound, one simple way would be to just play back the sound from two virtual speakers matching the video. If you look some other way, the sound will come from other directions even if they are binaural.
This might totally break the audio immersion though, so probably a bad idea haha.
Right you are. The thing is, you can't rotate binaural sound even with virtual speaker. Or yes you can, but it won't rotate the binaural directional effect. You'll lose the binaurality, and just hear normal stereo sound. Binaural sound has to be listened to with headphones, preferably earbuds so they bypass your own earlobes (so you avoid the "double earlobes" effect).
Myself I will probably start out just recording normal stereo, if I can get even that to work.
That may actually work better than a binaural recording - if the sound is played through a game engine (or such) which supports virtual speakers and uses HRTF to simulate it.
No... wait... it won't. If you record just basic stereo, there is no directional information. You'll at least need a Schneider disk to reduce crosstalk between the mikes. Or use a stereo mike that has clear separation with the cardioid patterns pointing outwards. That will give you left and right, but no forward or backward.
You could try recording in surround with a Zoom H-2 (or H2S) and use 4 virtual speakers maybe?