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Is VR suitable for mainstream entertainment?

VR was very much in evidence at this year's IBC, but there's an interesting question about whether it's suitable for mainstream entertainment - will it avoid going down the same road as 3D?  It's clear that VR can be great for gaming and for some industrial and training uses, but will people really want to spend much time cocooned in a VR environment for their mainstream entertainment?  I'd be really interested to hear other people's views.
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  • I take your point Lisa about the quality of many programmes!  I think one of the key differentiators between HD/UHD and VR and 3D is that HD/UHD can still be a lean back experience, whereas the hardware that you are required to wear for VR and 3D means that the viewer needs to be much more committed to what they are doing.


    Interestingly, with UHD (4k, or better 8k) and particularly if it is HDR (high dynamic range) there are many more visual clues (than with SD or vanilla HD) that help to make the content look as if it was 3D (that is, the way you would see the scene if you were looking directly at it with your own eyes).  This may help to explain the reduced enthusiasm for dedicated 3D technology, even among those who invested in it when it appeared.


    It will be interesting to see how the VR space pans out, since it's hard to see how you could get a fully immersive 360 degree experience without the VR hardware, but wearing it will certainly change the way a viewer might relax and 'lean back' when watching a programme!
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  • I take your point Lisa about the quality of many programmes!  I think one of the key differentiators between HD/UHD and VR and 3D is that HD/UHD can still be a lean back experience, whereas the hardware that you are required to wear for VR and 3D means that the viewer needs to be much more committed to what they are doing.


    Interestingly, with UHD (4k, or better 8k) and particularly if it is HDR (high dynamic range) there are many more visual clues (than with SD or vanilla HD) that help to make the content look as if it was 3D (that is, the way you would see the scene if you were looking directly at it with your own eyes).  This may help to explain the reduced enthusiasm for dedicated 3D technology, even among those who invested in it when it appeared.


    It will be interesting to see how the VR space pans out, since it's hard to see how you could get a fully immersive 360 degree experience without the VR hardware, but wearing it will certainly change the way a viewer might relax and 'lean back' when watching a programme!
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