MelodyVR, A company building the YouTube of virtual reality music highlights the biggest issue with VR
But that what MelodyVR is building — a virtual reality (VR) platform that lets you watch concerts from the "unobtainable seat in the house," right on stage, up close and extremely personal.
In reality though, it doesn't work like that. In the British company's Camden, North London offices in August, I tried the tech out for myself. Faces were blurry, details indistinct, pixels noticeable. It felt like I was watching everything through a gauze screen.
None of this is MelodyVR's fault. Instead, it's a clear illustration of one of the key problems facing virtual reality businesses right now: VR headsets still just aren't up to scratch.
They added: "I think we've probably got another six to 12 months before we lose that screen door effect, which is for us a frustration. It's another reason why we haven't shipped the product yet, which is when we want music fans to have their first experience, we want it to be amazing. We think it's pretty good, but it's maybe ... 20, 30% away from being that crystal clear resolution you get with a 4K display or higher."
'Consumers just don't care for it that much'
Matt Miesnieks, a partner at Super Ventures, an augmented reality-focused investment fund, agreed that hardware still presents problems for video companies. "The other type of company that has dropped off the radar in the 12 months is anyone doing 360-degree video. Capturing video, playing it back in Gear VR, for the same reason. Consumers just don’t care for it that much, so certainly to get that next level of sort of user engagement, there needs to be a new generation of technology," he said.
"That involves, in terms of content capturing, more of a light field.
See the full story here: http://www.businessinsider.com/melodyvr-app-virtual-reality-music-highlights-hardware-problems-2017-9?r=UK&IR=T
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