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raeldor's avatar
raeldor
Adventurer
12 years ago

Video Overlays on Rift Output

Is there any way to hook into the rift output to place overlays on top?

When playing flight simulator (or driving games), I think it would be good to be able to see the 'real-life' controls overlayed on top of the game output.

With the Rift head-tracking, it would be great to be able to mount a camera on the Rift and define an area (or areas) of 'real-space' that, as your head tracks to it, overlays on top of the game output (with some kind of blending on the edges). Maybe I would need to intercept Direct3D to do this instead of the rift output?

Thanks
Ray

5 Replies

  • Calanar's avatar
    Calanar
    Honored Guest
    At that point though you are talking AR. Where it senses where the controls are and overlays around them. I think we are a few years out for AR, VR's cousin. But it also will be awesome when it comes.
  • "raeldor" wrote:
    Is there any way to hook into the rift output to place overlays on top?

    When playing flight simulator (or driving games), I think it would be good to be able to see the 'real-life' controls overlayed on top of the game output.

    With the Rift head-tracking, it would be great to be able to mount a camera on the Rift and define an area (or areas) of 'real-space' that, as your head tracks to it, overlays on top of the game output (with some kind of blending on the edges). Maybe I would need to intercept Direct3D to do this instead of the rift output?

    Thanks
    Ray


    Looks like this Unity plug-in AVPro Live would work well-

    http://forum.unity3d.com/threads/137233-AVPro-Live-Camera

    It takes in multiple streams as well, so lets see real AR implemented before morning! ;)
  • Thanks for the replys, guys. The unity plug in looks good, and could probably do this, but then it wouldn't be usable in existing games.

    I'm thinking this is probably something that will somehow hook into D3D and after the frame is rendered will render the webcam view on top depending on the tracking position of the rift and the real-word area defined by the user. Even better would be a camera with depth sensor where you could just declare the maximum depth after which the game is rendered, but before which the camera output is rendered.

    This would probably be most useful for hardcore racing and flight sim folks who would like to see their real-world cockpit super-imposed over the virtual cockpit.
  • See this thread for a just started IndieGoGo campaign for AR support for the dev kit.
    It uses two cams and is $114 total:
    viewtopic.php?f=29&t=2042&p=56070&hilit=vision#p56070
    It also supports what they are calling 'mixed reality', so you will
    "raeldor" wrote:
    be able to see the 'real-life' controls overlayed on top of the game output.


    Peejle