VR animation is very much the new kid on the block. As such, it faces an uphill battle on its road to becoming part of the mainstream. What are the issues that VR animation is currently facing? Let’s take a look at some.
Virtual reality is a technology that is growing at an alarming rate. Companies are releasing new headsets, controllers, cameras, etc. all the time. So why is it that VR animation is progressing at a snail’s pace?
Simply put, VR animation is new, complicated, and a lot of companies and content creators don’t want to take the risk with it.
It’s understandable that new is scary. However, adopting this new technology offers more rewards than problems. Firstly, VR is already entering the mainstream and VR specific content is being produced every day. Then take into account that all the big media companies (Facebook, HBO, Disney, etc.) are getting into the VR game. The future of VR animation sure looks bright!
360 Marketing is one area where VR animation can really shine. However, most 360 marketing these days consists of static images that require a user to spin around like a top in order to view. Not only does this break the immersion for a viewer, but it may also put them off from wanting to consume VR content in the future.
Currently, the term VR covers a wide range of content. Therein lies the problem. Watching a view on your VR headset, playing a VR game with your controllers, and swiping your phone to watch a “VR” animation are all very different experiences.
The real shame is that companies aren’t realizing this and don’t tailor content for specific devices. VR animation gives the best viewing experience when viewed via a VR headset. If companies and brands show more care towards the distribution of their VR content, they can really reap the rewards it brings.
VR animation is currently in its infancy but is growing quite fast. It won’t be long before it truly establishes itself in the mainstream entertainment sphere. However, it can only do that when companies find ways to deal with the problems mentioned in this article.
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