Facebook Is Shutting Down VR Content Division Oculus Story Studio
uploadvr.com
uploadvr.com
Build up the first early VR IP properties by making them widely available so they're established as a cultural bedrock like Disney has been with perpetual Mickey Mouse protection and the acquisition of a significant portion of your childhood (Marvel,Star Trek, Star Wars, etc.) and you've built something that will last for at least a few generations and give your succeeding executives breathing room to maneuver.
Or hire a bunch of labor to watch unrestricted widecast videos (I'm hoping they're just reinforcing ml analysis of videos in the short term, please?)
Take your favourite movie, or even one you just hated. Think of how it would be to "sit in" the action, tilting your head to look at anything and everything. You will miss all the details. You will miss the facial cues, the many non-verbal interactions between characters, because you were instead looking at the shiny thing in the corner. VR is for interactive experiences and theme park rides, not the carefully controlled storytelling of film.
Think of GOTG, of sitting in the spare seat of a spaceship during a battle. Every time a character says something you will hear it, but miss seeing them actually say it because you didnt know to look at them in time. Think of all the wasted effort to animate Rocket's face if the audiance is never looking at him while he speaks.
Creators often like to play with multiple mediums. I'd give filmmakers the benefit of the doubt, and assume they understand that VR is a much different medium.
How have video games like Half Life 2, which never takes control of the player's camera, find ways to get players to look in the right direction? There's a lot of techniques like using lighting and other cues, without beating the players' heads with loss-of-control cutscenes.
It may well be that those who do want to use VR for this won't be coming from the ranks of traditional film-making.
I imagine a lot of them will be young, and will be jumping into this without a significant background in other media.
I think this format has a decent chance of taking off. Hell, it's already taking off in VR porn.
To an extent, I'd agree as I myself miss the ability to use different lenses, set the framing, etc as storytelling devices. However, it is a matter of knowing the limitations of the medium, and not forcing "traditional" film making techniques into the new medium. Only frustration will result.
However, this format is new and evolving. Part of the idea is to give the viewer control over everything. Forcing a traditional linear story line is going against the grain of VR. More and more projects are coming out with a "choose your own adventure" concept. Now that the tech is getting better, the tools content producers have to use will allow for more interactive content to be made. If the tech survives long enough to get there.
To him, cinematography is an art and a science. Nearly 100 years of experience has gone into understanding lighting, scene composition, set design, focus, directorial decisions, blocking, framing, etc.
VR throws all of that knowledge out the window. As you say, camera motion is constrained. Cues change. Scene design is completely different. There's no quick cut, no soft focus, no depth of field. It is as different a set of skills as photography and painting.
But, unlike your pessimistic view of the future, he was (verbally) jumping out of his seat in excitement at the new challenges, and new opportunities this completely new medium could provide for storytellers.
Sure, VR storytelling is at the "Trip to the Moon" phase of refinement but it sure won't stay there. Don't compare current film to future VR. Future VR stories may (will?) be something completely unique unto themselves.
Film and VR are vastly different media.
It's a completely different medium, with completely different advantages, drawbacks, and considerations. Applying film techniques in a virtual environment is not the right approach, as your examples demonstrate. The really compelling experiences in VR will embrace the constraints you mentioned, not try to emulate a medium in which they didn't exist.
I went to New York a few months ago and saw a play called Sleep No More. It takes place across 5 floors of a warehouse, converted into an incredibly immersive series of sets. It's loosely-based on Hamlet, with multiple storylines playing out simultaneously in different parts of the hotel/hospital/graveyard/theatre. The audience wears fawkes-esque masks and is not allowed to speak, nor are they acknowledged by the actors in any way. You can wander anywhere you like, follow any actors you find interesting, rummage through drawers, read books you find lying around, etc. You really do feel like a ghost, and being able to move around the actors (or even leave the room, if you feel like it), is incredibly fun and interesting. It certainly didn't feel like a limitation.
So maybe VR has more to learn from theatre (and specifically interactive theatre) than film? Food for thought.
In general, narrative in VR has to be approached VERY differently to film. It's not just that the viewpoint's moving or that it's 360 degrees, it's also that the viewpoint has its own agency within the environment.
Of all the comparisons I've come up with, actually, pen-and-paper roleplaying games seem to be the most useful ones when discussing how to fit narrative into a VR context. There's a commonality of simulated world and tension between experience and narrative there that doesn't really exist anywhere else.
https://techcrunch.com/2016/04/11/lytro-cinema-is-giving-fil...
As for how it would work as a medium, I would compare storytelling in games with cut-scenes to something like Skyrim. One is about showing the story to a passive viewer, the other is about immersion in the story. They aren't directly comparable.
Ulimately though, I think even light-field photograhy will be relatively short lived. The future will be simulated reality: essentially current game engines with much better rendering (possibly real-time path-tracing like Octane/Brigade). The reason being, you can film an actor, but unless you transfer that performance into a simulation, it cannot react to a nearby human.
Another thing that will most likely emerge to address similar problems from a different angle is "virtual theatre" this already exists to a limited extent in the form of multiplayer games.
Whether these will most resemble tradition artforms, or most resemble current-gen games remains to be seen. However, even games are starting to come of age as an artform and we're seeing more games that are closer to traditional stories (without relying on cutscenes), or interactive art (e.g., Journey). Also two of the most popular games of all-time, The Sims and Minecraft[1], are technically not even games. These distinctions are going to become more and more obvious in VR, and new categories will emerge as the audience moves away from traditional gamers and other early adopters, into the mainstream.
[1] Only applies to Minecraft in sandbox mode.
If you want to know what developments are or aren't going to find their way into future VR, track down Michael Abrash's talks from Oculus Connect and other conferences. Realistically much of it is over a 5-10 year timescale, but a lot of research has been done in the last 5 years. Many things that seemed like good ideas in 2012 turned out to be dead ends, and some surprisingly simple things have been discovered (like a "virtual nose" reduces VR-sickness, which nobody anticipated).
The tech behind VR has been available for quite some time, the fact that it's still so limited (and has shown so little growth beyond the existing headsets) doesn't encourage "full surround with high resolutions in 5 years" mentalities.
It's a very different environment than when VR was build upon the desktop PC component supply chain, which brought things like the automated bank machine and interactive kiosks.
It also comes at a fraction of the cost. Four headsets plus a cluster of SGI workstations to run them would probably set you back a million dollars. Today, you're looking at about $10,000. 100x improvement in cost. Hell, quantity has a quality all its own.
So, without even considering graphics (or ubiquitous and wireless internet access), we're looking at modern VR being at east 500x better than the tech from 20 years ago. I don't know any comparisons to make that are 500x improvements outside of tech. I don't think we can really learn anything meaningful from the VR wave of the 90s. What we have today is just a completely different situation.
VR display tech has piggybacked off phone tech, and phones are not actively looking for even higher pixel density. This means specialized research & design into display tech; something I don't see or even hear about being done.
The "2 million mirrors" in the Avegant Glyph is roughly equivalent to 1080p; about the same resolution as the Occulus and Vive. The tech is also an adaptation of the same DLP technology that's been in use in TVs and projectors for decades.
This is a printed light field - https://www.youtube.com/watch?v=6AVAzGQMxEg
This is a light field plenoptic projector - https://www.youtube.com/watch?v=blb0TUBoZwA
Exponentials are never easy but I think we're about to see huge strides in VR/AR over the next 5 years, which will be built upon the only recently established global smartphone component supply chain. There were no commodity retina OLED screens even 10 years ago.
I know there are plans for high FOV headsets. Both cheap and expensive, so wait and see. VR tech is too early for me to invest more than a cardboard.
Fortunately, that problem is pretty close to being solved on a consumer level. A foveated rendering addon module for the Vive is expected to be shipping soon in China, by Q3 in North America [0].
For anyone unfamiliar with the term, foveated rendering means only rendering high-resolution images in your field of view. Basically, you don't see full detail across your entire field of view - only at the point where your eyes are focused. Everything outside that point can be rendered in lower resolution and you'd never notice the difference. It requires high-speed eye tracking to pull off, but it can greatly reduce the required horsepower to render a convincing VR environment [1].
[0] - https://uploadvr.com/7invensun-eye-tracker-for-vive/ [1] - https://www.youtube.com/watch?v=lNX0wCdD2LA
You can also get prescription lens inserts but I think that's overkill for most people.
It's a problem solved long ago for binoculars after all.
Separately, the HTC Vive sits over your glasses pretty easily, so it hasn't been a big issue. The Rift though... I have to bring out the contacts for it.
I'm not a domain expert though, someone please correct me if I'm wrong. I'm nearsighted and it always seemed like I still had to wear my glasses to get a good experience.
Albeit, this is a different model that I'm not 100% sure about, but hope the investment/development agreements provide good coverage for developers.
For sure, but that would've also been an issue in the scenario where Facebook was also competing with you as a content developer. At least this way, small developers have a chance to establish themselves before Big Media starts taking VR seriously.
But, that's coming from someone who built on F8 years ago and witnessed their treatment of developers first-hand.
And, we've all seen what they've done to some popular apps on their platform. As well, their shameless capacity to copy successful apps (e.g. SnapChat) is just unnerving when you're considering partnering on their platform.
I also fell for their "Hey, come build a free business page on FB and drive your users to us; in return we'll make it easier for our users to find you". Sounded great, until they started charging you to reach your own audience after undertaking so much effort to corral them on Facebook.
All together, the sweeter they make the deal sound, the more wary I become.
Maybe building out education and training for the platform would be a better use of resources. I am still not comfortable with something that close to my eyes. I want something like a holodeck from Star Trek Next Generation.
Content producers have every right to be wary.
By the time they find out it’s vaporware, it’s too late. I’ve got to get into this.
— Erlich Bachman
It’s an AI play. That’s the frothiest space in the Valley right now. Nobody understands it but everyone wants in. Any idiot could walk into a fucking room, utter the letters ‘A’ and ‘I’, and VC’s would hurl bricks of cash at them.
By the time they find out it’s just off the shelf models passed around as secret tech for next Deep Mind, it’s too late. I’ve got to get into this.
https://developers.google.com/search/docs/guides/intro-struc...
But it didn't take long before it started doing something other than what I meant. Taking words without typos and deciding I want something else because it made more sense. Showing me too results that did not match all terms ahead of results that did. The list goes on.
It's gotten particularly bad when searching for technical matters.
Unfortunately, I haven't been able to find better search engines. As far as I can tell, they're still the best game in town. They're just not as good as they used to be.
OMG YOU GUIZE. SEMANTIC WEB. SEO.
The words remain as meaningless now, as they were in 2004. What did these people want me to do?Use words... somehow? (alt text on images, human readable uris, meta tags, blah blah blah, that seems to be the gist of it, what a revolution)
VR is an new cost ( eg. You pay for something new that you didn't have before), AI can give you cost benefits ( you pay, but it's paid with something else), it's in a totally different range of services/products
Eg. https://cloud.google.com/blog/big-data/2016/08/how-a-japanes...
Places you can't physically access, but need to go, and require situational awareness of events in the surrounding environment as they happen.
Drone piloting. Deep ocean diving. Volcano exploration. Disaster relief efforts. Combat zones. Dangerous places that need human interpretation from eyes that can move throughout a scenario, and inspect from multiple vantage points, to inform decisions.
Beyond these practical uses, VR is less interesting. As entertainment it feels like an absurd compromise for a lesser value.
Thousands of dollars of equipment, and hundreds of dollars in content or subscription fees, all to enable a shut-in's lifestyle.
Imagine paying for VR tickets to the Fyre Festival.
Also, consider the premise of haptic feedback, and simulation rigs. A pilot strapped into a harness that relays the live inertia of the vehicle being piloted has a better concept of the physical mass they are commanding.
It's one thing to look at a monocular video feed, and try to pull a clunky underwater ROV around. It's another thing to put on goggles, and sit in a rig that can spin you around, and relay a simulation of how the vehicle handles.
You would drive an 18 wheeler differently from a compact car, if you had something better than a single POV camera to observe from. A VR feed might enable the inspection of rear-view mirrors, or, even better, simulate augmented reality x-ray vision, by combining multiple cameras into a seamless transparent 360 degree view, with a ghosted 3D model of the physical vehicle overlayed on top of the composite video. Things like that can eliminate blindspots better than ordinary mirrors, as long as the system is online and actually works.
Sort of like this, but perhaps from a remote location, instead of as an actual physical passenger:
http://www.ibtimes.co.uk/mini-augmented-vision-bmw-creates-a...
AR seems much more interesting, albeit subject to a lot of challenges around social norms etc.
I think it's mandatory to see all the episodes for someone thinking about starting a Startup.
HBO SV cast talks at Google https://www.youtube.com/watch?v=QOXup8chEoY
sv goofy startup == sv goofyness
sv startup != sv goofy startup
https://rocknerd.co.uk/2016/12/14/virtual-reality-its-the-ne...