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posted by Fnord666 on Friday June 23 2017, @03:03PM   Printer-friendly
from the ontology-rules dept.

Google is launching VR180, a format which ignores the world behind the camera:

Google is launching a new, more limited cinematic VR format that it hopes will be almost as accessible as regular YouTube videos. It's called VR180, a collaboration between YouTube and Google's Daydream VR division. And it'll be produced with a new line of cameras from Yi, Lenovo, and LG, as well as other partners who meet VR180 certification standards.

As the name suggests, VR180 videos don't stretch all the way around a viewer in VR. They're supposed to be immersive if you're facing forward, but you can't turn and glance behind you. Outside VR, they'll appear as traditional flat videos, but you can watch them in 3D virtual reality through the YouTube app with a Google Cardboard, Daydream, or PlayStation VR headset.

Creators can shoot the videos using any camera with a VR180 certification. Google's Daydream team is working with the three companies above, and the first of their VR180 products are supposed to launch this winter, at roughly the same price as a point-and-shoot camera. So far, the only image we've seen is the one above, a line drawing of Lenovo's design. It appears to have two wide-angle lenses that can shoot stereoscopic video, and it's a far cry from the expensive alien orbs that we often see in VR film shoots.

Highly Related: Virtual Reality Audiences Stare Straight Ahead 75% of the Time


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  • (Score: 0) by Anonymous Coward on Saturday June 24 2017, @05:38AM

    by Anonymous Coward on Saturday June 24 2017, @05:38AM (#530476)

    I have constantly wondered why VR has been, relative to where many thought it would be, a complete and epic flop.

    The problem is I think that device was absurdly commercialized before it even hit store shelves. Companies are so used to relying on coercion and inertia to sell products they seem to have forgotten the old school business strategy actually making people want your product on its own independent merit. Instead of selling VR (in the non-economic sense) they chose to immediately go for the 'modern' coercive tactics. The game should have been buy VR hardware - you have VR. It wasn't. Instead it is this compatible with this storefront or another? Do I have to register some account on this store to be able to play the games? Is facebook going to spam me with ads if I buy their stuff? Can I use games from this store on this hardware? If I buy this hardware will I get to play that game? I heard they're platform exclusive. And all of this other completely inane pettiness. They actually managed to destroy my interest in VR, and that's an incredible accomplishment.

    VR should have been sold as an accessory - like a modern take on the mouse. Instead it was sold like a Nintendo Powerglove.

    Such a shame too. Luckey selling out was supposed to be something done for the greater good (hah hah) to help ensure and protect the future of VR. Instead it turned out pretty much exactly how every single person expected once it was announced Facebook was involved. Screwing the customer for a buck doesn't work until you have the customer ringfenced. Then you can engage in amazing modern business practices like forcing them to pay $60 to be able to use their own internet all the while being force fed advertisements. And now that every major company has a few dozen patents trying to monetize it, it's going to be even harder the next time somebody tries to 'kickstart' the technology again.