Ubisoft, Facebook, MWM Interactive, and YouTube VR representatives all more or less agreed that in order to bridge the gap between the early adopters driving current headset sales and the promised land of a more robust and mature VR market, the industry would have to put new tools into unfamiliar hands.
“Shooting, capturing and post-producing VR is really hard,” said Slevin, Facebook’s director of AR/VR. “I've come to firmly believe that the path to sustainability for professional creators needs to be preceded by scale that is brought by user-generated content.” Steele, YouTube Immersive producer, echoed those concerns. “Most YouTubers are vloggers, or they’re doing it from their living room,” said Steele. “So if all of a sudden we’re asking them to film and edit in stereoscopic it gets a little bit hard. We’ve been trying to figure out ways to make it easier, because it's still a bit of a hurdle.”
“You can imagine a vlogger using a 180 rig more easily than them using a 360 one,” Slevin noted. “So there are baby steps we need to take in order to empower creators to capture VR content more easily, so that we can distribute it more quickly.”
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