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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?