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Solving VR Films’ Biggest Problem (wired.com)
6 points by superfx on Oct 10, 2015 | hide | past | favorite | 2 comments


This isn't VR film's biggest problem. VR film's biggest problems are:

1 - Coming up with N compelling stories and endings for each of the N perspectives and actions a truly free-moving and free-acting VR user could choose.

2 - In life-action films, having N cameras for each of the N perspectives a truly free-moving and free-acting VR user could choose while making the cameras unobtrusive enough to not detract from the immersion.

That N amounts to a lot (potentially infinite) cameras, perspectives, compelling storylines, and compelling endings. This makes VR film orders of magnitude harder than traditional film, where the viewer accepts being limited to a single perspective, a single storyline, and a single ending.

The problems the firm profiled in this article tackles are trivial by comparison.

For anyone who's interested, there's a good panel discussion by VR film makers about the challenges and potential of VR cinema here:

https://www.youtube.com/watch?v=TAmjwKjIMmo


I'm so incredibly excited about the possibilities in this field. I recently made the move from film to game dev in hopes that at some point I can work with people on some of these problems. I firmly believe that real time experiences can blossom into one of the main avenues of storytelling in the future.

What is so exciting is the thought that so many of the little conventions and tools and tricks haven't even been thought of yet. There was a point in film history when the crossfade, or parallel edits, close ups hadn't been invented, and now we take them for granted. I think people will look back in a 100 years and that will be where we are on the VR side right now. To me, that's incredibly exciting and I can't wait to dig into it more.




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