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It drives me crazy to see 360* videos made like they are still flat. The thing that bothers me the most is hosts that move... I don't want to move my head to w
by madamelic 10y ago
It drives me crazy to see 360* videos made like they are still flat.
The thing that bothers me the most is hosts that move... I don't want to move my head to watch the show!
Graphics also bother me.
If I had my choice: Minimal on-screen graphics and if any, they need to be duplicated and actually used in a 360* way ("Look behind you to see x") and no hosts, just narration.
- Klathmon 10y agoPersonally I think that there needs to be a separate "layer" for UI elements in 360* video encodings. the whole thing of "show the title in 4 different places around you so you won't miss it" seems like a poor hack, and it feels like being able to include a separate "stream" which will be pinned to your view would alleviate a lot of the problems. If you want to get fancy you could allow some programmatic interaction between the "view" and the "world" to give some kind of stylistic hint on where the user should look, but i'm not really sure how that would work, and at what point do you stop making a movie and start making a videogame?
- madamelic 10y agoYeah, that is the hard part. I think producers have to rethink it from the ground-up rather than trying to force a model for one format into a new format. I've seen a few 360* videos that are well-made and were obviously made specifically for 360 but others are just like "We got a 360 camera, then stood in front of it and did the same thing."
- logfromblammo 10y agoIt would add to the verisimilitude of wearing VR goggles if your in-scene avatar were wearing some clunky HUD goggles. The 3D scene can be rendered as usual, and any "must see" information can be rendered onto an obstructing-but-transparent 2D surface attached to your avatar's nose.