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VR Video Best Practices Thread

VRMatthew
Explorer
Hello everyone,

I am the founder and lead VR geek at www.MetaverseXXX.com. Doing a quick search I do not see much "info" sharing on the topic of "making" VR Video, so I thought I would start it here. What VR Video related questions do you have?

I am able to answer how I built our 180 degree VR Video camera system, the post production processes and best practices on how to actually shoot VR including talent coaching. Shooting VR is very different than shooting regular video which has been a challenge for veterans of the industry to adapt to. It is a total shift in thinking. I have shot porn, talk shows, rock concerts, product tours, podcasts and more in VR. I am sure some of you are curious about how shooting VR differs from traditional video for starters? Right? Or how we edit in post production? I have a lot to share but are not sure what you all want to read.

How about other VR Video producers on here? Any questions for us or anything you would like to share your insights?

We can open this thread up to VR Video in general as it too is not well represented on these forums.

Ask away and I look forward to replying,
VRMatthew (AKA MARKUS|edge)
www.MetaverseXXX.com
2 REPLIES 2

AdrianAtStufish
Honored Guest
Hi there, great to find a geek - we haven't got one!

We are using the Samsung Gear VR to show pre-rendered VR stereo video animations and stereo still images of design proposals for architecture and entertainment projects to VIP clients.
We generate our animation in 3DS MAX using the excellent VRAY camera setups specifically designed to create the weird 12 x 1 cubic side by side stills and more normal side by side spherical panoramas.
We've been happy (for the moment) with the display resolution for stills, but not with much lower display resolution for videos, and we understand that this results primarily from the operating systems movie playback resolution limit - we're working with side-by-side spherical images with a total resolution of 3840x2160 which is the highest we can get those phones to play.
And of course handing the headset 'ready to go' to a client without anyone accidental touching the trackpad and backing out of the movie into the menu system, and then not knowing what they are looking at :oops: .
What we need to know at the moment, and can't find posted anywhere, is what base stereo VR movie resolution a new Occulus tethered to a high end laptop will be able to play, and (less important for the moment) how easy it will be for the designers who attend the VIP meetings with the clients to control (and indeed discover)what the clients are seeing !
You can see the level of client we work with on out website http://www.stufish.com

We'd be grateful for any information, or pointers as to where that information might be found. And yes, eventually we'll need to start using Unity or something to let them walk around the buildings we design; but for entertainment shows the pre-rendered VR animation lets us preview the show 'experience' with lighting and sound from 'real' fixed audience positions.

sleepermma
Explorer
What cameras are you using for 180? If I plan to stand still, how do you get the right POV height?