Question Any way to cast the ingame camera to another external window or stream separately?

VRmatt

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I'd like to be able to stream just the camera view, and not let viewers see me moving around the scene and making adjustments.
Like "behind the scenes" vs just the finished view being displayed from the ingame window camera (not the player/rig).
 
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Maybe theres a way to only render skeletons and atom controllers on the main window (enough so i can move around and do admin stuff), and do full rendered output on the second 'remote' camera?

No, still the same problem. The problem is not how much triangles you render... our PCs (especially GPUs) don't have a problem at rendering polys today. But it's how much pixels. Why do you think DLSS and FSR or any techs like that exists? It's because with the new rendering systems ( fancy über shaders, raytracing and so on ). It's very hard hard to render at a native 4K at 60fps. So rendering twice at 4K is two times the strain on the GPU.

You can actually "simulate" that in Unreal Engine or Unity when programming multiplayer...
No : )

This is not "technically" impossible. But this is twice the amount of overhead. Two cameras = two times the frames rendered @ needed resolution.
You can simply test having two cameras with VAMLive, one would be your screen, the other one would be the VAMLive cam... if you're using a simular resolution as VR ( so between 1440p and 2560p ) you'll see that your VAM is probably gonna start dying : )

But the real problem is actually sending the feed. Which is not really possible on a standalone game.

The only eventual "trick" I could imagine, is using a multiplayer system and feed the final result from another PC being connected to the session. I have absolutely no idea how VAMMP works, but I'm pretty sure it's far from what you're able to do as a standalone game.
 
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Yeah that's what I was thinking also.
Maybe theres a way to only render skeletons and atom controllers on the main window (enough so i can move around and do admin stuff), and do full rendered output on the second 'remote' camera?
Secondly: maybe setup a local MP server and basically read my own game from a second window, as a 3rd party observer.
Network side might not be so bad, since the only thing actually going OTA is the live stream video.

Vam would die I think, having to do all the script running and also having to output basically all events and poses in realtime...
I haven't played multiplayer yet, I'm interested how well it handles it.
 
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Maybe theres a way to only render skeletons and atom controllers on the main window (enough so i can move around and do admin stuff), and do full rendered output on the second 'remote' camera?

No, still the same problem. The problem is not how much triangles you render... our PCs (especially GPUs) don't have a problem at rendering polys today. But it's how much pixels. Why do you think DLSS and FSR or any techs like that exists? It's because with the new rendering systems ( fancy über shaders, raytracing and so on ). It's very hard hard to render at a native 4K at 60fps. So rendering twice at 4K is two times the strain on the GPU.

You can actually "simulate" that in Unreal Engine or Unity when programming multiplayer games. You can have several simulated clients on the same PC. Trust me, even only with two clients, the PC is NOT happy ^^ (especially if your game looks great).
 
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