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Re:HTC Vive Headset Nearing 100,000 Sales by wuliwong on Wednesday July 06, 2016 @09:08PM (#12046912)
VR definitely hits games and porn pretty naturally, right now. Games like Hover Junkers are an example of great early execution in this medium.

I think VR movies are a still a bit off, though I could be totally wrong. The reason I say that is because some of the fundamental theories used in making a movie are different in VR. Namely, you can't be certain you know where the "camera" is. :) Also, VR movies require a lot of new and developing camera hardware and editing software to come along. There are some cool things out now but my understanding is it is all very new and developing. Ultimately, I still buy in on VR movies, though. I am a believer in VR movies mainly because of my own experience watching short films in VR was super cool but also from watching videos of people curled up in the fetal position as they were being shown some scary movie in VR. It's visceral in a way that has not been achievable up until now.

I also think AR well be a widely adopted medium and there might become a pretty gray distinction after a while. I could imagine headsets or glasses that you can increase or decrease how much external light comes through. I can see doing things like checking email, facebook, etc. being done in AR but still allowing you to go about your normal routine like making coffee and breakfast or walking the dog. Seems far more compelling than looking at notifications on my watch.

Eventually, I also suspect that we will be "mainlining" these experiences and not be wearing headsets at all. Implanting some device that directly stimulates the necessary parts of the brain (or other parts of the body needed).

Re:HTC Vive Headset Nearing 100,000 Sales by missn on Thursday July 07, 2016 @06:48AM (#12048533)
Have you seen Pearl from Google's Spotlight Series? It's a VR film that shows how you can get around the "limitations" of VR: http://www.fastcodesign.com/3060252/dont-be-surprised-if-goo....

I definitely agree though. You can't just take what works in film and expect it to work in a VR film. It'll be interesting to see how filmmakers experiment with the medium as more and more start pushing what it can do.

Re:HTC Vive Headset Nearing 100,000 Sales by wuliwong on Thursday July 07, 2016 @02:27PM (#12051190)
I have a friend who partnered with another guy and they bought the Nokia OZO recently. I'm really excited to see what they do and hopefully will get to figure out someway I can participate and be useful. I'm very intrigued by video for VR. Though I am kinda sold on light field tech eventually being the solution.

That link is cool. I'll read it in depth. Thanks! I am excited by the possible shakeup in film theory caused by VR. I believe some really cool artistic innovations are going to come coupled with the technological ones.

Re:HTC Vive Headset Nearing 100,000 Sales by drzaiusapelord on Thursday July 07, 2016 @11:00AM (#12049729)
>VR definitely hits games and porn pretty naturally

The consensus at /r/vive is that VR porn is pretty terrible. You either deal with uncanny valley stuff for 'real' 3D scenes or just awkward camera placements and other issues for 360 movies. There's also a psychological effect of being 'too close to the action' or 'first person porn being unsexy' many have complained about.

I think the "tech will succeed because of porn" is a problematic mantra nowadays. I don't see facebook, Apple, etc succeeding because of porn. If anything, those platforms either outright block it or give a substandard porn experience. I don't think porn tells us anything nowadays.

Re:HTC Vive Headset Nearing 100,000 Sales by wuliwong on Thursday July 07, 2016 @02:37PM (#12051247)
I wasn't saying "tech will succeed because of porn".
Re:HTC Vive Headset Nearing 100,000 Sales by 2muchcoffeeman on Wednesday July 06, 2016 @10:26PM (#12047165)
Namely, you can't be certain you know where the "camera" is.

Aren't you assuming that they would allow the wearer to change the camera position?

You could film a movie or design a game such that the camera location is fixed or on rails. You're more like an observer than a participant.

Eg. Chronos and Edge of Nowhere

Re:HTC Vive Headset Nearing 100,000 Sales by wuliwong on Thursday July 07, 2016 @02:34PM (#12051235)
I would agree that my language was a bit loose but what I'm talking about still applies as long as the viewer can turn their head.

The main issue I was thinking about was that you cannot say for sure where your audience is looking at any moment in time.

Re:HTC Vive Headset Nearing 100,000 Sales by sten on Thursday July 07, 2016 @10:45AM (#12049619)
I believe the GP was refering to the production of films and movies. For example, much of the Lord of the Rings films were shot with forced perspective. How would that translate into a VR medium?