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post #61 of 74 Old 06-14-2019, 09:38 PM
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Ron I can confirm that the Skybox Player does not support the EVO MP4 file. It plays MP4's from the Vuze XR. I will look into that later. But I tested the DEO VR player ( also free on the Rift) plays the MP4 file just fine from the EVO.

I haven't used the EVO much yet. The first one I received failed after 48 hours and they had to send me a replacement. For VR180 3D I have much more experience with the Vuze XR. Anyway, the 3D quality looks quite good from the EVO when the camera is on a tripod but a little blurry handheld. May need to experiment with the image stabilization.

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Don Landis HT System: Projector Sony VPL VW665ES Players: Samsung UBD K8500 OPPO BD93 Sony BDP S6200 All Regions Player Denon AVR S940, 7.1 JBL Professional series and Klipsch PS3, XBOX360, Dish VIP722K; 3D Edit Suite:Adobe Premiere, Edius7.53, Vegas Pro v13, Power Director16, i9-7980XE/GTX1080Ti, LG 3D TV DM2752
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post #62 of 74 Old 06-15-2019, 06:53 AM
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Quote:
Originally Posted by Don Landis View Post
Ron I can confirm that the Skybox Player does not support the EVO MP4 file. It plays MP4's from the Vuze XR. I will look into that later. But I tested the DEO VR player ( also free on the Rift) plays the MP4 file just fine from the EVO.

I haven't used the EVO much yet. The first one I received failed after 48 hours and they had to send me a replacement. For VR180 3D I have much more experience with the Vuze XR. Anyway, the 3D quality looks quite good from the EVO when the camera is on a tripod but a little blurry handheld. May need to experiment with the image stabilization.
Don, I have the EVO and think I'm going to return it. The perspective is just too warped for me due to the 180 degree FOV. That said, when I watched the video on my phone, I could see the right eye was bouncing around differently than the left eye as if realtime stabilization and alignment was going on, though it's supposed to have stabilization built in. But I think for 3D, due to alignment issues of each camera having it's own stabilization. It needs to realign and stabilize the 3D again when it exports it. It could account for the blurring problem when moving with the camera in hand.
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post #63 of 74 Old 06-15-2019, 08:38 AM
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Lowering frame rate I could get it to play. Any idea why the GPU doesn't kick in to do any decoding? I tried selecting the hardware decoders in the preferences without any difference. GPU 3D shows being used but not the decoder, if it is supposed to. Even without a headset attached, just running the Studio player in playback, the CPU is pegged at 100%. This is with an I5-7400 and 2060 GTX.

To be clear playback of the created MP4 pegs CPU at 100% on Studio playback or any VR playback package I have tried. Playing the insv files back on Studio barely uses CPU at all.

Further, I can tell, with an MP4 movie download, I can start it in MPC and see it is H264 and is using GPU decode. In MPC I can also start the H264 MP4 video created by Studio and it pegs the CPU at 100% and it doesn't use GPU for decoding.

Edit: Solved. You had mentioned to try lower resolution as well. I just did that, down to 4K and now GPU Decoder kicks in. Studio looks like it encodes in H264 and it looks like maximum H264 hardware can decode is 4K. Setting resolution to 4K gives smooth playback and utilizes GPU.

Edit2: Thought I would go ahead and try Adobe for 265 encoding at the higher resolution. From a sample file, I couldn't see any improvement, and perhaps worse than the 264 file, and it was more jittery jumping to 100% cpu, though I could see from perf monitor that the GPU was doing some decoding. Its working on a bigger file now and I will see how it looks. Over 2 hours to encode 4 minute file. I could try the add on mentioned in this thread if I want to try faster GPU encoding. But right now, I don't see an advantage using 5K 265 vs 4K 264 for viewing back in VR headset.

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post #64 of 74 Old 06-15-2019, 01:56 PM
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Don, I have the EVO and think I'm going to return it. The perspective is just too warped for me due to the 180 degree FOV. That said, when I watched the video on my phone, I could see the right eye was bouncing around differently than the left eye as if realtime stabilization and alignment was going on, though it's supposed to have stabilization built in. But I think for 3D, due to alignment issues of each camera having it's own stabilization. It needs to realign and stabilize the 3D again when it exports it. It could account for the blurring problem when moving with the camera in hand.
It does image stabilization in the export rendering. At least you have the option to turn it on or off in the insta studio.

I see no warping at all in the Oculus Go or Rift. But it is necessary to use the proper settings in the player.

The latest firmware upgrade for the Vuze XR does look better than the EVO for image stabilization when both are set for VR180 3D.

Keep in mind I use a VR camera for VR viewing in an HMD. I do not watch VR 3D video on my iphone anymore.


I really feel image stabilization is not at all compatible with 3D. However, using a gimbal is the answer as a gimbal never messes with the left camera without equally messing with the right.

In my Vuze+ which is an 8 camera VR360 3D, I either mount the camera on a monopod or do walk about shooting with the gimbal.

We're not having any problems with 2D VR180 or VR360 using software or in camera image stabilization.

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Don Landis HT System: Projector Sony VPL VW665ES Players: Samsung UBD K8500 OPPO BD93 Sony BDP S6200 All Regions Player Denon AVR S940, 7.1 JBL Professional series and Klipsch PS3, XBOX360, Dish VIP722K; 3D Edit Suite:Adobe Premiere, Edius7.53, Vegas Pro v13, Power Director16, i9-7980XE/GTX1080Ti, LG 3D TV DM2752

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post #65 of 74 Old 06-15-2019, 02:26 PM
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Ron- h264 is not recommended for 5.7K x 2880 video. It is for 4K or lower. The advantage of 5.7K resolution is so when you stretch the equirectangular image over an entire sphere inner surface the visual resolution appears like 720P in the viewable portal. 4K looks much less, like 420 H resolution. The fact that the best consumer HMD's are only 2500K or so in the panels makes it even fuzzier. Might need the higher resolution HMD, like the Quest to see it. My brain gets used to the Rift when editing but after transferring to the Quest, I an usually surprised how much finer the detail is.

We recently found out adobe Premiere Pro doesn't encode h265 5.7K on the GPU either unless you install a 3rd party codec. So you might try that.

BTW- I couldn't find a 2060GTX to look up the specs. You sure that's the correct number? I see a GTX 1060 and an RTX 2060. The RTX 2060 should render quite fast with "Cuda" checked in the settings.

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post #66 of 74 Old 06-16-2019, 06:15 AM
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If you all want to learn more about VR shooting and editing and particular cameras, I suggest spending some time reviewing Hough Hou's content on You Tube at:

https://www.youtube.com/channel/UCeE...wOOLnwxuuhQFuQ


You won't find any better single location for comparisons and technical explanations than from him.

He reviews the EVO with some hints on HDR and Log mode shooting that owners need to understand.

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post #67 of 74 Old 06-16-2019, 09:25 AM
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Quote:
Originally Posted by Don Landis View Post
Ron- h264 is not recommended for 5.7K x 2880 video. It is for 4K or lower. The advantage of 5.7K resolution is so when you stretch the equirectangular image over an entire sphere inner surface the visual resolution appears like 720P in the viewable portal. 4K looks much less, like 420 H resolution. The fact that the best consumer HMD's are only 2500K or so in the panels makes it even fuzzier. Might need the higher resolution HMD, like the Quest to see it. My brain gets used to the Rift when editing but after transferring to the Quest, I an usually surprised how much finer the detail is.

We recently found out adobe Premiere Pro doesn't encode h265 5.7K on the GPU either unless you install a 3rd party codec. So you might try that.

BTW- I couldn't find a 2060GTX to look up the specs. You sure that's the correct number? I see a GTX 1060 and an RTX 2060. The RTX 2060 should render quite fast with "Cuda" checked in the settings.
I say that wrong too often. It is RTX 2060. The end result appears worse to me in Adobe with H265. It outputs a much smaller file, the 5.7K H265 file is less than 1/6 the size of the 4K H264 file. I am taking it that this higher compression is giving a worse quality file. I don't see an option to change the compression amount. Though there is a higher quality render option that I am trying, but it is taking so long! Just thinking I am not going to bother with hardware encoding if H265 is giving a worse result than H264. Just not sure how you are seeing a higher quality, 720 type, result.
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post #68 of 74 Old 06-16-2019, 06:57 PM
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Just not sure how you are seeing a higher quality, 720 type, result.
The equivalent to a flat image is in equirectangular 16x9 negating the geometry distortion, just looking at the image detail. There is no real comparison since true viewing of a VR is in the VR HMD. So I just claim it appears like 720P in detail of the viewed section of the VR in an HMD.


In reference to file size vs image quality, the h264 is really meant for 1080P Blu Ray but the file size became too large when we got going with UHD. Large files are a real problem with streaming at higher frame rates. H265 offers similar quality at smaller file size so we can get better frame rates and higher color bit depth as well. h264 used Macro blocks of date in the compression scheme. h265 is entirely different, using what is called Coding Tree Units that compress larger pixel groups while maintaining the same data detail.

For more information:
https://www.maketecheasier.com/h265-vs-h264/

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post #69 of 74 Old 07-13-2019, 06:01 AM
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Update to my 3D camera projects.

I have built 2 new underwater 3D camera systems using parts for other cameras and modifying them for my use.

The first is a housing for the Insta EVO camera which is a convertible VR360 2D to VR180 3D. The underwater case is designed for shooting VR180 3D. It uses a case by a company Telesin that is designed for a Gopro Sessions. The modification includes a simple mount for the EVO and a molded lead weight to make the case and camera neutral buoyancy in the water.
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post #70 of 74 Old 07-13-2019, 06:06 AM
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Here is a VR180 3D video I did of my two grandsons in the pool roughing it up for the camera. This can be seen in 3D using an oculus Go or Quest HMD by loading the video using the YouTube VR free app.


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Don Landis HT System: Projector Sony VPL VW665ES Players: Samsung UBD K8500 OPPO BD93 Sony BDP S6200 All Regions Player Denon AVR S940, 7.1 JBL Professional series and Klipsch PS3, XBOX360, Dish VIP722K; 3D Edit Suite:Adobe Premiere, Edius7.53, Vegas Pro v13, Power Director16, i9-7980XE/GTX1080Ti, LG 3D TV DM2752
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post #71 of 74 Old 07-13-2019, 06:24 AM
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The second 3D camera project is using an underwater housing for an 8 camera VR360 3D Vuze+. I've been wanting one of these for my Vuze camera ever since I got the camera but the price was way above what I wanted to spend. Now that the company has pretty much discontinued them I got lucky and found a new one that the owner wanted to sell and got it for a really great price. The problem with the original camera design is that is weighed too much in the water and was difficult to dive with so I built the buoyancy chambers to make it neutral and a bracket to extend the camera out in front while diving.

The problem with VR360 3D underwater is stitching the 8 cameras videos so that the joints in the video match up. Currently this is a tedious process using a very expensive software that rents for $850 a year. But for amateur work the auto stitching software can be a good compromise if you are careful to avoid the 4 stitch lines from crossing a key part of your scene.

This is still a work in progress as I am still testing and modifying.
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post #72 of 74 Old 07-13-2019, 06:39 AM
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I also finally received the U/W housing for the Vuze XR camera which is also a convertible VR360 2D and VR360 3D. The housing is built only for the VR360 mode.

I ordered this last Fall and while I received the camera the housing was backordered and just arrived last month. In the meantime I needed an underwater system for 360 for my trip in April in Bonaire so I bought the competitor's version, the insta360 One X with housing that works well. I have not had the Vuze XR underwater yet but I assume it works as well as the insta360 and underwater case.

This is the video I did in Bonaire using the insta360 OneX. It is in 2D. I hope to get back to the Caribbean with the Vuze+ and VR360 3D underwater rig next year.



The interesting benefit of shooting in VR 360 is I can shoot a selfie or make the scene appear like I'm 20 ft. underwater but that's the magic of VR. I'm actually swimming on the surface the whole time!

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post #73 of 74 Old 07-25-2019, 01:35 PM
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I came across this: https://www.vrdesktop.net/ Looks like it has merit for PC and Oculus HMDs.
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post #74 of 74 Old 07-26-2019, 08:54 AM
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I came across this: https://www.vrdesktop.net/ Looks like it has merit for PC and Oculus HMDs.
VR Desktop has many uses, Bob. Combined with some other software it allows you to sideload apps and games from your PC to your Quest. I never was much into games on a PC or in the home theater with xbox and play station but games in VR 3D is so immersive you believe you are actually there. The problem with Oculus products is the library is so limited, but with a bit of technical hacking you can get the Oculus line of HMD's to run PC games and SteamVR games for HTC VIVE play station etc. It's not perfect but keeps improving. Having access to what's available for the gaming consoles and the PC on Oculus Quest opens the library to hundreds of thousands of apps and games in ever genre from tools to travel to porn to kids cartoons and interactive movies.

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