Controller calibration is done TEN times to ensure your controller in VR lines up with real life. This calibration is then shared with the app you want to use. #OC6pic.twitter.com/WXtClYHzS4
Father, Author, Managing Editor of PlayStation, Nintendo, VR/AR/MR, and various other shiny things @androidcentral, @iMore, and @windowscentral He/Him
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Controller calibration is done TEN times to ensure your controller in VR lines up with real life. This calibration is then shared with the app you want to use. #OC6pic.twitter.com/WXtClYHzS4
OBS takes the data from the game and the real world and lets you smoosh them together. This is where foreground/background separation too #OC6pic.twitter.com/osubVOIyao
Once you have foreground and background separated, you get the correct occlusion and it looks like this. #OC6pic.twitter.com/U8Jclxi8kR
MRC is included in the latest OVR manager in Unity. If you’re not using OVR, you only need to make a couple of small changes and you can keep your existing tools. #OC6pic.twitter.com/SW8JQtsNp1
If you provide the camera configuration, OVR will do its thing and start listening for connection from your PC. If not, nothing happens and the game starts as normal. #OC6pic.twitter.com/UYkeZZNNK9
Horizontal resolution on the Capture is reduced to help with the performance load added by the second camera. It’s recommended you also drop from 72hz to 60hz, but that’s not always an option. #OC6pic.twitter.com/QB0FAAYYjp
Well, yes. Don’t just blindly enable Mixed Reality Capture. #OC6pic.twitter.com/zLlCTLJ7DT
Obviously this is all very technical, but Oculus is working on a MRC client for creators. Works with Rift and Quest. #OC6pic.twitter.com/IMw1tVpdEr
Also working on a software camera for when you’d rather people capture the avatar in game instead of the person playing the game. #OC6pic.twitter.com/7Aef534APf
Windows 10 is a requirement, no Mac support for MRC right now. 1080@60 camera also important. #OC6pic.twitter.com/oau3O3tR7j
And that’s it! Thank you for following along :)
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