Hacker Newsnew | past | comments | ask | show | jobs | submitlogin

3D has come and gone many times over the history of cinema, from the red/cyan glasses, the (Pulfrich) glasses with a single shaded lens, shuttered glasses and polarized screens.

While the image quality and frame rate have improved, there are still fundamental limitations on the technology. One common pushback is that some people will get headaches due to scanning the scene, trying to focus on objects at their false depths.

3D film is a pain, way more than double the work. So most 3D content actually was made 3D in post rather than filming with multiple cameras.

Still, the way you would frame a scene to be 'interesting' in 3D is different from how you would do so in 2D. This usually results in being able to 'tell' whether a movie you are watching was primarily made for one market or another.

VR adds something other than image quality - it adds the ability to be immersed in the content. However you still have the same issues:

- So far, we don't have consumer headsets that enable you to actually focus on the objects in the scene. For example, you can't hold a piece of paper up to your face to read the fine print. - Trying to capture certain kinds of media is infeasibly expensive in VR, both from a post-production cost perspective and a data size expectation. Live action basically is too difficult.

The latest incarnation of 3D movies were in a sense a clever business maneuver - it created a premium tier of movie experience and got many theaters to start upgrading their older projection equipment and screens to newer digital alternatives.

For home use, 3D movies were weird because they didn't follow the traditional hype curve. A lot of early adoption was by families, where unfortunately the shutter glasses still tended to be too expensive for young hands. But that market has the same thing - manufacturers will eventually take technology and reduce it down to cost, so how can you compel people to buy the newest fancy screen where you still have a good margin?

Note several television manufacturers are now trying to proceed advertising and sales revenue, which is why smart TVs have now taken over - a 15-30% cut on a HBO Max subscription adds up to real money quickly over their typically poor margins on the sale of the set.



100% agree with your point. I don't believe in a broad VR future. A movie, just as an open-world video game, lives of its content and storyline. I watched Avatar in 3D and it was great, but not because it was 3D, because it is a good movie. Even in 2D this would be very enjoyable. Same holds true for video games. I don't think Witcher 3 would have significant more success if it was in VR or the experience would be orders of magnitudes better just because of VR. Same as any shitty game with bad story, unlovely crafted characters etc. will not be good just because it is VR.

If the Metaverse means I can watch hatespeech + antivaxx posts, pictures of peoples lunch on a 3D canvas or cat videos, I pass.


I suspect that a TikTok VR/AR play could push VR usage ahead by quite a bit. Creators could use Kinect cameras to capture their space in 3D, and viewers could project them into their house. VR Chat is already very popular with people who have headsets, but it’s also not a very good experience and is low fidelity.


> Even in 2D this would be very enjoyable.

I can confirm that it was.


> 3D has come and gone many times over the history of cinema

So has VR a couple of times in the history of computer based entertainment, so the analogy hold IMO.

> VR adds something other than image quality - it adds the ability to be immersed in the content

Exactly. And it needs content that is noticeably improved by VR without obvious disadvantages, and there have been few examples of where the benefit has been enough to counter the faf. I've played a bit of Elite with an expensive VR setup and it was great but that doesn't hit the movement issue as being sat in a fixed place matches the immersion requirement of the largest part of the game (being sat in a cockpit), and I'm told Half-Life: Alyx is good enough that the constraints imposed by VR don't impact the immersion enough to break it. But those are the only two examples I can cite: you need people like me (a techie who doesn't game much at all these days despite doing so a lot a decade or two ago) and the less techie public to be able to identify more than two or three great examples for the product to have any hope of being more than niche. This isn't just a technology gap (between what we can do now and what people see on TV with things like the holodeck) but also an issue of making suitable content good enough is more difficult to get right.




Guidelines | FAQ | Lists | API | Security | Legal | Apply to YC | Contact

Search: