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The Mixed Reality Forums here are no longer being used or maintained.
There are a few other places we would like to direct you to for support, both from Microsoft and from the community.
The first way we want to connect with you is our mixed reality developer program, which you can sign up for at https://aka.ms/IWantMR.
For technical questions, please use Stack Overflow, and tag your questions using either hololens or windows-mixed-reality.
If you want to join in discussions, please do so in the HoloDevelopers Slack, which you can join by going to https://aka.ms/holodevelopers, or in our Microsoft Tech Communities forums at https://techcommunity.microsoft.com/t5/mixed-reality/ct-p/MicrosoftMixedReality.
And always feel free to hit us up on Twitter @MxdRealityDev.
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ABR video on the Hololens DirectX?
I know that Unity cannot handle ABR video (because the Unity video Player is QuickTime, which hasn't been updated for Windows in quite some time).
However, I was wondering if the DirectX option for Hololens can handle ABR? I got the template (3d spinning rainbow cube) running and viewable on the Hololens, but don't know how to play video in DirectX. My objective is specifically an HLS video from a manifest, in segments.
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I am additionally aware that the Hololens DOES support ABR video in 2d mode (that is, as a windows 10 universal app). However, I specifically want to display 2D video in 3D space, with access to all the hololens specific APIs that entails. For example, displaying a hologram next to video, or knowing when video is looked at through gaze detection.
Have you taken a look at the MixedRealityCapture example
and FaceTracking example
Both of these examples show how to work with video. Specifically the FaceTracking actually uses a hlsl shader to display video of the found face/person that's in front of the HL Camera.
You'll probably need to use Azure's Media service to stream the video to the device. Other than that, you should be able to figure out what to do from these examples, if not just let us know where you get stuck.
Dwight Goins
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I will look into the recommended documents, but remain pessimistic. The challenge I am facing is NOT getting any arbitrary video to play on the HoloLens, it is getting ABR video specifically to play. Using the Azure Media service as a work around is not a valid option, because I need a standard HLS manifest to be able to play on the Hololens.
You can play http://www.streambox.fr/playlists/x36xhzz/x36xhzz.m3u8
a standard ABR using
https://forum.unity3d.com/threads/released-mpmp-cross-platform-video-solution.381894/
and inside the demo using Edge on HoloLens and Window 10 Lumina 635 mobile phone
http://dailymotion.github.io/hls.js/demo/ in JavaScript
Sample HLS from here
https://bitmovin.com/mpeg-dash-hls-examples-sample-streams/
Lots of info on HLS here https://www.vidbeo.com/blog/hls-vs-dash
http://www.streamingmedia.com/Articles/Editorial/Featured-Articles/How-to-Encode-and-Deliver-to-Multiple-ABR-Formats-110293.aspx
Azure Services for HLS
https://docs.microsoft.com/en-us/azure/media-services/media-services-dynamic-packaging-overview
I know little of HLS but these sources may solve your problems especially the Unity Demo
https://www.assetstore.unity3d.com/en/#!/content/64020
http://workspace.monoflow.org/mpmp/MPMP.demo.unitypackage
http://dailymotion.github.io/hls.js/demo/ in HoloLens Emulator using the large 720p player results in jumping and breakup.
Reducing this player to 384p results in an almost perfect player.
This seems to require a wired USB Xbox 360 controller to move around the screen of the Emulator
If some one could try on a HoloLens Device to see what the quality is like that would be good.
MPMP has been the closest I've been to a solution so far. I checked out the free demo from the link you provided, and confirmed that it can play m3u8 files in the Editor. BUT, when I try to compile to Hololens I get several compiler errors. Following them, I see the MPMP code is not compatible with Windows Store applications (being hardcoded to do things for WebGL, the Editor, Android, and Regular Windows apps but not Windows Store apps). As such, the "DLL_PATH" variable is never being set.
You say you were able to run the demo on Hololens, right? Did you run into a similar snag, and if so, do you remember how you fixed it?
I asked the creator of MPMP and he says "MPMP is not Windows Store compatible !" So...do you know of a way to get a HoloLens application from Unity onto a HoloLens without compiling for Windows Store first? I was following the tutorial at:
http://pterneas.com/2016/04/04/getting-started-hololens-unity3d/