Still covers only a small arbitrary constant factor of data that is already very small by modern standards.
Note that surround sound data is, IIRC, already not "twice" the size of stereo.
And your video points 1 and 2 are also still at most only small constant factors of increase over what we already have, with 3 potentially being a compression technique.
Video is nearing its apex; sound is pretty much already there.
There's actually a maximum rate at which our senses can convey information to our brains; any use of data beyond that rate is literally impossible and anything carried beyond that is wasted. Even a full sensorium just isn't that much larger than what we already have. We are, after all, talking about technologies that are in the same ballpark as the maximum theoretical data density that human brains can have, and in practice the memristor storage is going to be much higher. It should not be surprising that it's very difficult to truly "use" all that storage.
Even stereo is also not twice the size of mono. (using joint-stereo encoding)
Agree with all the other points too.
> 2) Complete depth data, allowing dynamic depth of field changes.
This does extend the natural sense range, but is also already possible/done.
> 3) Complete geometry and scene-graph data, allowing you to change the camera and perspective.
That should actually take less space than the final scene in many cases...
I guess you are talking about the utility of media at higher and higher fidelity and I am just snagging on how you have phrased it.
Spatial audio that supports dynamically computed surround sound for arbitrarily many speakers and headphones.
> Movies can practically scale up to retina-equivalent on wall-size equivalent only. Even then not many people will want TVs bigger than they can look at without moving their eyes...
> Pictures could still grow, especially the internal raw representation taken from the light capturing element, but that's likely to be down-scaled when saving to kill noise.
1) High color depth, allowing bright and dim objects to coexist in the same picture without loss of fidelity, and allowing dynamic lighting.
2) Complete depth data, allowing dynamic depth of field changes.
3) Complete geometry and scene-graph data, allowing you to change the camera and perspective.