WEBVTT
Kind: captions
Language: en

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I can't see any of this.

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I can't see the mountaintop, or the yawning
chasm in front of me,

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and this isn't some magical drone camera hovering
out in mid-air.

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This is the Mixed Reality Lab at YouTube Space
New York,

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and if I want to see anything around me other
than these green walls,

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I'm going to have to wear this headset.

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The challenge with virtual reality is that

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while the person who's in it is amazed,

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and waving their arms around and experiencing
it,

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the rest of us don't know what's going on.

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And so mixed reality is a way of letting everyone
else see

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what it would be like if we were there too.

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We have an actual camera that is filming you
in the headset,

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in front of a green screen,

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and then the game just needs to know where
the virtual camera should be.

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We're using an HTC Vive for the VR, and if
we use a third hand controller

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and attach that controller to the camera,

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now the game understands where the camera
is

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and so we can have both the actual camera
and the virtual camera

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moving through the space and recording what
it would be like

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if we were inside there with you.

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We're using a PC that's specced-out with the
highest-end Intel processor,

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32 gigs of RAM, and the current high-level
consumer video card,

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which is an NVIDIA GTX 1080.

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We're rendering at 4K,

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and anything less than that is going to run
into an issue!

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What's needed to make the mixed reality work

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is a small config file that sits right in
the root folder of the game that you're playing

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and that config file contains the offset between
where that controller sits

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and where the actual lens of the camera is.

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And then you also need to match the rotation
and the field of view of the camera

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so other than that, it should work with any
recent built of Unity.

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Unity is a framework for building 3D stuff
that a lot of programmers use.

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And because the system ties into it,

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the Mixed Reality Lab can work with a lot
of different VR games.

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Not all of them, but a lot.

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And because the tracking on the HTC Vive is
so accurate,

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we can do things like go in for a close-up
on the laser gun

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that I reckon I'm holding right now.

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Granted, there's a Vive controller sticking
out of the middle of it,

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but the positioning is pretty much perfect.

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When you're playing in VR normally,

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all the computer needs to output is the view
that you see in the headset.

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When we're doing mixed reality, we also output
the view

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as seen from this third controller, this virtual
camera.

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And so what that gives us is four views instead
of just the one.

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The four views are, yes, the headset view
as usual,

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we also see the background, as seen from the
perspective of this virtual camera,

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and then we have two layers of foreground,

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one of them is the image itself, everything
that should appear in front of the player,

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and then we have just a luma layer to help
you key out the black space.

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The SteamVR plugin automatically selects the
foreground and the background

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based on the position of the headset.

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And anything that is between the headset and
the third controller is foreground

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and anything that's beyond the headset becomes
background.

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Here in our studio, we're doing a live composite
on the fly.

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And this is a rough idea of what you'll get
in your final edit.

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The live composite is a bit rough around the
edges,

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but you can also take the original assets

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and do a much more detailed composite in post-production
later.

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Now, virtual studios aren't a new thing.

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The BBC have been using one for election night
for years,

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although it uses carefully pre-arranged graphics,

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lots of expensive broadcast-quality equipment,

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and the host has to rehearse and hit all their
marks exactly for things to look right.

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And let's face it, replace this headset with
a Helmet of Justice

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and you've got 1990s British kids show Knightmare.

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All those were fancy, custom-built affairs,
though:

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this uses more off-the-shelf components.

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If you want to do this at home,

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you're going to need a large, wrap-around
green screen,

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but you could paint your walls!

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You're going to need a very powerful computer,

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you'll need a camera that can feed a signal
back into your computer,

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you're going to need a capture card and third
controller,

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but if you have all of those things,

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you can build a mixed reality setup at home!

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Thanks to everyone at YouTube Space New York,
and the Mixed Reality Lab.

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You can find out more about them at the links
in the description.

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(Are you going to keep the bump?)

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(That's actually...!)

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Yeah, that's nice!

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All right, that's good!

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That's a wrap!

