That doesn't change what I'm talking about though. I'm talking about all the compositing, and other visual effects done after primary shooting. I'm also talking about the physical effects done on set, that again can totally work from 1 angle and not another. The camera used to shoot that isn't going to change that work having to be done. By expanding the viewing plane, you're expanding the amount of that work that needs to be done. no camera is going to change that.
You could argue the same thing about TV in 1947, when there was no real content and and an extremely high price point. And indeed it took some years after that to achieve mass adoption, but over time it got cheaper and the content grew. When a new medium actually offers something compelling, that's what happens. 3D wasn't that.
Also, #2 is kind of solving #1. Now that there are more players coming to the table, companies like Oculus are going to have to step up and get something to market. At least on the PC side, I don't think multiple standards will create a great deal of fragmentation either. You're going to see a unified compatibility standard before long.
Oh come on, you must be shitting me. They might not be the first units that attempt it, but they ARE the first (or at least the first the public has seen) that actually do what they're supposed to and make you feel like you're somewhere else. This VR works, earlier ones didn't. I've used older VR units too. From the 90s through the mid-200s dark ages. None of them did what Oculus is doing, even if they might have the same concept.
You sound like someone dismissing the iPad because we all saw the Newton and it's a joke. Sometimes people attempt shit before the technology is there, and VR has been retarded by that stigma ever since. But it's here now, and it's real in a way that it wasn't in the past.
Last edited by Frogacuda; 04 Mar 2015 at 12:31 PM.
You realize that pretty much EVERY single move made today has some kind of VFX work in it right? I mean romantic comedies and shit are using digital set extensions left and right. You watch tv for 10 minutes and you've seen an ass ton of VFX work. However going back to my earlier comment, that the movies people are going to want to see in VR are going to be the effects heavy movies. What is going to have a larger draw to see in VR, The Notebook 2, or Avengers 5?
I've yet to be convinced that VR films are going to work very well. That's kind of a different argument. I don't personally find the idea of traditional narrative film in VR very compelling. I think VR is going to be better suited to more exploration and discovery-based story telling where people can go at their own pace.
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