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drkohler said:
Adinnieken said:
Lafiel said:

hm..

if the projector is behind you, doesn't that mean you'll cast a huge shadow in the scene while you are using an intense kinect game (there probably will be kinect games you can play while sitting though, as Kinect 2.0 surely will be able to track hand/finger movements much better than before) ?

The projector, because of Kinect, knows where you are.  So, where you are, it doesn't project. 

Why would you do that? You lose processing time, you simply project the image and if you happen to be in the way, you are the surface. Zero processing time wasted... (notice that in the demo, Kinect did absolutely nothing once the room was initially scanned).

However, there are several things conveniently missing from the demo. Like, for example, who is calculating the projection? If we assume the projector is 1080p (lower res = shitty picture), you need to calculate two images (one game screen, one geometry-aware, projected screen). That is a lot of power -where does it come from? who tells the projected screen how the world is supposed to look "outside the screen" (needs the source code of the game)?

They did show some tricks in the video where it can extend movement outside the screen based on controller input or from processing the screen buffer. That will only cost a small amount of processing power but makes a pretty boring effect.

For the rest it will indeed need to be supported by the game. A second image based on the same geometry or current effects needs to be rendered for the projector. There are plenty other hurdles. Even if they go with a standard projector it still needs to work with different sized tvs which will effect how much extra geometry is visible in the border.