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anthonybackman's avatar
anthonybackman
Honored Guest
12 years ago

Filmmaking for the Rift

First some background: I love the rift. In doing my own due diligence to figure out how the next form of vr would take hold in the marketplace and doing my own prototyping until the rft came along and I knew this was where it was at in terms of bleeding edge. However I am a filmmaker first. I have been a gamer my whole life and immediately understood the implications of why it needs to take root in that market first but in terms of what I need to do it's more about the storytelling in a forced perspective of filmmakeing rather than the free form of game worlds.

That said I am of a pretty difficult crossroads of how to program for this medium.

My first instinct was to just lock down 2 hd cameras and have the viewer join the story in a forced 3d perspective but part of me feels that would take away the freedom of the head tracking. So I went on a quest to see what could be done. As such I'm at a crossroads.

I have seen a few different versions of 360 cameras. I think the data that is captured by these devices could be mapped in such a way that the audience could have the ability to look where they want but something might be lost in the 3d aspect as opposed to a 2 camera set up with a forced perspective.

My other idea was to record 2 3d cameras side by side to allow full head tracking but t might cause some visual confusion as to what the subject in focus might be.

So my question is, do you feel it would be better to have a 2 camera rig set up side by side with a forced perspective and a full true 3d experience where the filmmakers it telling where to look or have a single 360 cameras with the ability to look where you want but maybe have the 3d effect diminished somewhat?

This new vr concept is sort of the wild wild west and I'm looking to provide the best experience I can.

My impulse is to do the 2 camera setup foe max 3d effect with some sacrifice on the head tracking.

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