MIXCAST BETA PROGRAM

The MixCast Beta Program allows access to cutting-edge builds of core MixCast applications and SDKs. We love to hear your feedback on MixCast, so we invite you to join our Discord Community and work with us to improve future releases of MixCast!

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MIXCAST CLIENT FOR WINDOWS

Version: 2.5.1 (4361)

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All versions of MixCast require a license key. If you haven’t done so already, please purchase a license or register for the Free Edition. Beta builds of MixCast have the same licensing and functionality restrictions as regular builds.

MIXCAST SDK FOR UNITY

Version: 2.5.1

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Note: It is strongly recommended you do not ship a title with a Beta SDK integrated as backwards and forwards compatibility can not be guaranteed.

MIXCAST SDK FOR UNREAL

Version: 2.5.1

Unreal Engine version:

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Note: It is strongly recommended you do not ship a title with a Beta SDK integrated as backwards and forwards compatibility can not be guaranteed.

CHANGELIST

MixCast Client for Windows - 2.5.1

Add Camera Wizard

The Add Camera window that appears when creating a new Camera has now evolved into a fully guided ‘wizard’ interface to help users not only select the type of Camera to be created, but also its corresponding Physical Device, its attached Tracked Object if required, and even start any required Calibration process to make the camera ready to output. No longer must you search through multiple Preference window panels to configure a camera!

PC VR Streaming Support

Vive Business Streaming and Virtual Desktop are now both supported by MixCast for calibration and compositing while playing PC VR experiences. The following headsets are initially supported:

  • Vive Focus 3 with Vive Business Streaming
  • Quest 1 and 2 with Virtual Desktop

Note that Quest Link/Air Link isn’t yet supported due to its failure to communicate the correct coordinate information to the PC.

Desktop User Experience Improvements
  • Video Input calibration buttons are more prominently displayed when calibration is required.
  • Controller calibration informs the user that it can be completed with the VR Headset on or off on the desktop.
  • Nearly all windows now restore their position & size after being closed and reopened.
  • The Status window again restores its ‘pinned’ state after being closed and reopened.
Display Individual Desktop Windows in VR

In addition to displaying either a MixCast camera’s output or a desktop monitor, VR Viewfinders can now be configured to display a particular window from your desktop. This functionality has been available for specific platforms but will now be available in any MixCast-ready VR experience and will continue to benefit from viewfinder updates and improvements that arrive in MixCast over time.

Video Input Window Enhancements
  • Chromakey Calibration Window now allows you to switch between Regular View, Regular View on Black, and Visualize Matte modes for more flexibility in reviewing chroma-keying results.
  • Color Display Window now allows you to switch between Full View, Subject Only, and Visualize Matte modes for more flexibility in reviewing all background removal results.
  • Depth Display Window now allows you to switch between a pure Depth Visualization and one blending the Color and Depth feeds for more options to review depth quality.
  • Depth Display Window’s Visualized Range can also be adjusted so you can more accurately visualize depth in short, medium, and long range environments.
  • Depth Display Window uses Google AI’s ‘Turbo’ colormap for more accurate visualization, especially for users with impaired color perception.
Tilt Five Compositing Enhancement

Users can now increase the height up to which virtual content is able to be drawn above the board. This option can be found under Virtual Cameras > Content Height Limit Boost.

Video Recording Customization

When Hardware Acceleration is enabled for video recording, users can now choose between a wider-compatibility pixel format (YUV 4:2:0) and a higher quality pixel format (YUV 4:4:4). The default is the wider-compatibility format (YUV 4:2:0). Previously, MixCast always recorded in YUV 4:4:4.

Improvements & Fixes
  • Viewfinders can be temporarily hidden individually from the Preferences window.Gamepad movement of virtual-only cameras is now much smoother due to using the frame clock instead of the system clock for calculations.
  • Ensuring that ZED Neural depth mode initializes and operates as expected.
  • Videos recorded with Hardware Acceleration enabled are now tagged as having a Constant Frame Rate instead of misreporting as Variable Frame Rate.
  • When performing Controller Calibration for a Video Input, the camera feed and targets appear on Decklink Outputs that have been set to display a Composited output of a Virtual Camera using that Video Input (in addition to the existing displays in VR and on the desktop).

MixCast SDK for Unity - 2.5.1

Improvements & Fixes
  • The tracking origin ignores some unnecessary data to support Virtual Desktop.
  • MixCast now assumes that the project is using Premultiplied Alpha by default to provide additive shader support by default. If your alpha is all produced by Alpha Blended shaders you can still disable the “Using Premultiplied Alpha” setting in MixCast’s Project Settings.
  • URP Projects: URP scripts that previously caused compiler errors when building for a platform other than Windows have now been made conditional so that building for other platforms is no longer impeded.
  • Implemented additional shared texture formats so that Desktop and Window Viewfinders are better supported.
Known Issues
  • Running projects using Unity 2020 and the OpenXR plugin in the Editor will produce exceptions. To eliminate this Editor-only issue, please disable MixCast from running in the Editor through the MixCast Project Settings or upgrade your version of Unity to 2021+.
  • Certain hardware can produce incorrect compositing results when running MixCast with an experience played through the Unity Editor. Standalone builds aren’t affects. Please Send us your Diagnostics if this occurs for you!

MixCast SDK for Unreal - 2.5.1

Tilt Five (PC) Platform Support

Tilt Five experiences can now be made MixCast-ready with the inclusion of the MixCast SDK. Content is masked to the board area automatically.

Improvements & Fixes
  • The tracking origin ignores some unnecessary data to support Virtual Desktop.
  • MixCast cameras are now represented to the user in the headset with a camera model, matching the MixCast SDK for Unity.
  • Viewfinders are hidden from MixCast renders, matching the existing behavior of the Unity SDK.
  • Developers can now disable copying the post-processing settings from the main camera to the MixCast cameras via a new checkbox in MixCast’s Project Settings.
  • MixCast rendering has had GPU usage significantly optimized
  • Stability of transitioning from one level to another has been significantly improved.
  • Implemented additional shared texture formats so that Desktop and Window Viewfinders are better supported.
Known Issues

UE 4.21 and Earlier: Tilt Five projects aren’t supported on these versions of Unreal due to limitations in the rendering pipeline.

UE 4.26 + 4.27: Blueprint-only projects aren’t supported at the moment due to restrictions with the TextureShare plugin. This guide can walk you through converting a Blueprint-only project to a C++ project. Note that the version of Visual Studio expected for the affected versions of Unreal is VS 2019.