 respectively, "probably not" and "oh, hell yes." But the answer to the third question is more complicated.

The Oculus Rift does indeed deliver on the promise of Virtual Reality, a mere 20 years later than promised. I've got two in the studio at the moment, and they are absolutely not over-hyped: the Rift is the first technology in 20 years that has made me consider moving from producing straight-up CGI animated movies to a new artform. The sense of immersion is incredible, the technology's workable, and the reaction videos are very amusing.

Well, actually, in the most banal sense of the phrase the Oculus Rift is already absolutely fantastic for movies. Want to watch the latest Game of Thrones episode on an 80' screen? Virtual reality can do that. Put on a pair of high-quality headphones, and a press of a button can take you from your cramped spare room to an entire dedicated IMAX theater just for you. VR cinema apps are one of the fastest-moving areas of early VR development, with multi-user Rift cinema applications giving that community feel (hopefully without an "irritating teen texting through the movie" simulator) and the first virtual reality-based film festivals already a matter of history.

But most people aren't asking whether we're going to end up eating virtual popcorn watching our DVDs on a virtual screen. So - are we going to end up inhabiting our movies?

There are several pretty major obstacles in the way of translating movielike storytelling straight into full immersive VR. First, and most obviously, there's no frame. Filmmakers use the shape of the screen and the rules of composition within that to direct your eye to matters of importance within the story. Is the character who's talking right now experiencing an emotional change that's important to the story? Then I can fill the frame with his face. Is there an important piece of sleight of hand? Then I can fill the screen with nothing but a close-up of the magic trick in progress, to make sure you don't miss it and subsequently lose the thread of the plot as a whole.

In a true VR experience, you're looking at a panorama by default. The viewer can look at any of the participants in a conversation, can look anywhere in an action scene, can stare around at a vista and miss the key elements. It'd be entirely possible to miss the characters
respectively, " probably not " and " oh, hell yes. " But the answer to the third question is more complicated. 

 The Oculus Rift does indeed deliver on the promise of Virtual world, a bare 20 year later than promised. I've become two in the studio at the moment, and they are absolutely not all over - hyped: the Rift is the first technology in 20 old age that has made me consider move from producing straight - up CGI animize movie to a new artform. The sense of concentration is incredible, the technology's workable, and the chemical reaction videos are very amusing. 

 Well, actually, in the most banal sense of the idiom the Oculus Rift is already absolutely fantastic for movies. Want to watch the latest Game of Thrones sequence on an 80' screen? Virtual world can do that. Put on a pair of high - timbre headphones, and a press of a button can take you from your cramped spare room to an entire dedicated IMAX theater just for you. VR cinema apps are one of the fastest - moving areas of early VR development, with multi - user Rift cinema application giving that community palpate (hopefully without an " irritate teen texting through the movie " simulator) and the first virtual reality - free-base film festivals already a matter of history. 

 But most people aren't asking whether we're go to end up eating virtual popcorn watching our DVDs on a virtual screen. So - are we going to end up inhabit our movies? 

 There are several pretty major obstacle in the way of understand movielike storytelling directly into full immersive VR. First, and most obviously, there's no frame. film maker use the shape of the screen and the rules of composition within that to direct your eye to matters of importance within the story. Is the quality who's talking mighty now experiencing an aroused change that's important to the story? Then I can fill the skeleton with his face. Is there an authoritative piece of sleight of bridge player? Then I can satiate the screen with nothing but a close - up of the magic trick in progress, to make sure you don't miss it and subsequently lose the ribbon of the plot as a whole. 

 In a true VR experience, you're looking at a view by default. The viewer can look at any of the participants in a conversation, can look anywhere in an action scene, can gaze around at a vista and miss the key elements. It'd be entirely possible to miss the character
 redpectively, "probably not" xnd "oh, hell yes." But thx answed to the third question is more comppixated.

Uke Oculus Rift does kndeed depiver on the promise of Virtual Realifn, a mzrx 20 years later jhan promiseg. I've got two hn tke studio at the moment, and they are absoluyepy not over-hypgd: tht Ryft js the first technology in 20 years fhat hav made me conxider moving from producinh stgaight-up CGI animahed movies jk a bew artform. Ghe sense of immersion is incredible, the technology's dorkayle, and the rwachhon videos ere vegy amusing.

Well, actualny, in tne most banal xenve if the phrase the Ocunus Rift is alreadi absoluteny fantastic for mociws. Watt tm wagxh ghe leteat Gamf oh Thrones elisode on ab 80' screen? Virtual rtalynu can do thaf. Put jn a pair of high-quality headphones, and a prsss of a button can takw you from your crampgd spare rjom to an entire dedicated IMAX theater just for fou. VC zintmq appr age one of the fastest-moving areas of early VR sefekopment, with mmlti-user Rift cineka alklications givkng thcf dommunity feel (hopffully rithoyt an "irrytatong teen texting through thw movie" simujqtor) and the first virtual reclity-bssed gilm festivals already c mattsr of histogy.

But mosf people aren't asyinn wvether wt'fe going to end u[ eating tirtucl popcofn wstchind our DVDs on a virtual screen. So - are ce gohng to end up inhabiting our movies?

There ece several prgttf mdjor obscacles in the way os translating kovielihe sturytelling straigit into full immersive VR. Virst, and movt obviotsly, theee's no wfame. Filmmakerx use the shape of rhe screen and the ruuss of compositiin qithin that to cirdct yluc eye do matters ox imoorgsnce dithin uke wgory. Is the character whm's tzlking right now ecpcriencing an emotyonal change yhat's important to the vtocy? Them I can fill the frame with his fzce. Is thfre an importane picce jf sleight of hand? Then I can fill the screen witi nothing but a close-uk of the magic trick nn progress, tp makq sure yog don't miss it and sybsequently lose uhe thread of the plot zs a wvole.

Ij a true VR experience, you're looking at a panorama by default. The viewer xan look at any of the partpci'ancs in a contecsation, can look snywhere in an action scene, can stare asobnd at a vista and miss the kry elements. It'd be entirely possible to miss thr characters
respectively, "probably not" and "oh, hell yes." answer the third is more complicated. deliver the promise of Reality, a mere years later than promised. I've got in the studio at the moment, and they are absolutely not over-hyped: the is the first technology in 20 years that has made me consider moving producing CGI movies a new artform. The sense of immersion is incredible, the technology's workable, and the reaction videos very amusing. Well, actually, in the most banal of the phrase the Rift is already absolutely fantastic movies. to watch latest of episode on an screen? Virtual reality can do that. Put on a pair of high-quality headphones, and a press of button can from your spare to entire dedicated IMAX for you. VR cinema apps are fastest-moving areas of early VR development, with multi-user cinema applications that community feel (hopefully without an teen texting through the movie" simulator) and the virtual reality-based film festivals already a matter of history. But most people aren't asking whether to end up eating popcorn watching our on virtual So are we to end up inhabiting our movies? There are several pretty major in the way of translating movielike storytelling straight into full First, most obviously, there's frame. Filmmakers use the of screen and the rules within to to of within the story. Is character who's talking right now an emotional change that's I can fill the frame with his face. there an important piece of sleight of Then I can fill the screen with nothing but a close-up of magic trick to make sure you don't miss it and lose the thread of plot as a whole. In a true VR experience, looking a panorama default. The viewer look at any the participants in can look in action around at a vista and miss key It'd be entirely possible to the
 respectively, "probably not" anD "oh, hell yes." but thE anSweR tO the ThirD question is morE CompLicated.

The Oculus Rift doEs indEeD DeliVEr On the Promise OF VIRTuaL REaLitY, a MErE 20 yearS laTer than Promised. I'vE goT tWo in the studiO At The moment, aNd tHey are absoluTelY not ovEr-HypED: the RIft Is the First tEChnoloGy in 20 years ThAT has maDE me consIDEr MoviNg from producing stRAiGHt-up CGI animateD movieS tO A nEW ArtForM. The sense oF iMmersIOn is incREdIBLE, thE Technology's woRkable, and thE ReaCtion vIdEos ARe very AmusiNg.

wEll, Actually, in tHe moSt banal seNse of tHE phrase THe OculuS Rift iS alReaDy abSOlUtEly FaNTasTIc For MOviEs. Want to WaTcH the lAtesT gAME of THroNes ePisodE on an 80' screen? ViRtuAl reALitY can dO that. put oN a Pair oF high-qUalitY hEadphones, and a prEss oF a button cAn tAkE yoU fRom yoUR crampEd sParE room to An entirE DedIcATED ImAX theater just for yOu. vr CiNema apps Are one OF tHe FAstest-moViNg aReas OF Early vR deVElOpment, wiTh multI-UsEr rift cinEmA appliCaTioNs gIving THat cOmmuniTy feel (hoPefulLY without an "irriTAting teen textINg THRoUGh thE moVie" simulatoR) and THe fiRst vIRtUal REalitY-baseD fILm FEstivals already a matTeR of hisTory.

BUt most people aRen't asking WHETher we're GoinG To ENd up eating virtUal poPcorn watchINg our DVDS on a vIrtual scReen. So - are WE Going to eNd uP inHabItiNG OuR movies?

There aRE SeveRaL pretty MajOr obstaCleS in The Way Of TranslatiNg movielIkE sToRyTelLing sTRaight inTo FulL iMmeRsive vr. First, And moSt obViOuSLy, tHere's no FRaME. filmMaKeRs usE thE sHape oF the SCreEn and thE rules of cOmpOSitiOn WiThin thaT to direct your EyE to matters Of ImpOrtancE WIthin the Story. Is the character who's TAlking rIghT now eXperIencing an EmoTional ChaNGe that'S imporTant tO tHe sTORy? TheN i CaN fiLl The frame wiTH His Face. IS tHere An imporTant piece of sleight OF haNd? Then I can filL thE scrEEN wIth NOtHIng BuT A clOSE-up of the magic trIck in progrEsS, To Make sure yoU Don'T mIss it anD subseqUentlY Lose the Thread of tHe plot as a WhOle.

IN A TruE VR experieNce, you're Looking at A PanorAMa By defAulT. The viEwEr cAn looK at any OF thE partIcipanTs In a conVersaTiOn, can looK anywhere in an action scenE, can stAre arOunD at a vista And MIss The key eleMentS. It'd be entiRelY poSsiblE to MIss thE chaRAcTerS
 respectively, "probably n ot" and "o h, he llyes ."  But  the  answer to the thir d question is more com plica te d .

T h eOculu s Riftd oe s ind ee ddel iv e ron th e p romiseof Virtual  Re al ity, a mere2 0years late r t han promised . I 've go ttwo in th e s tudio  at th e  momen t, and th ey are ab s olutely n ot  ove r-hyped: the Rift is the first tech nology  i n  2 0 yea rsthat has m ad e mec onsider mo v i n g f r om producingstraight-up CGI  anima te d m o vies t o a n ew art form. The s ense  of immer sion i s  incred i ble, th e tech nol ogy 's w o rk ab le,  a n d t h erea c tio n videos  a re  very  amu s i n g .

W ell , ac tuall y, in the mos t b anal sen se of  thephra se  theOculus  Rift  i s already absol utel y fantast icfo r m ov ies.W ant to  wa tch  the la test Ga m e o fT h r on es episode on an 8 0' s cr een? Vir tual r e al it y  can doth at.  Put o n a p airo fhigh-qua lity h e ad ph ones, a nd  a pre ss  of  abutto n  can  takeyou from  your cramped sparer oom to an ent i re d ed i cate d I MAX theater  jus t  for  you .  V R c i nemaappsar e  o n e of the fastest-mo vi ng are as of  early VR dev elopment,w i t h multi- user Ri f t cinema appli catio ns givingt hat comm unity  feel (h opefullyw i thout an  "i rri tat ing t ee n texting thr o u gh t he  movie"  si mulator ) a ndthe  fi rs t virtual  reality -b as ed  f ilm  fest i vals alr ea dyamat ter o f  histo ry.
Butmo st peo ple are n 't a skin gwh ethe r w e' re go ingt o e nd up e ating vir tua l  pop co rn  watchi ng our DVDs o na virtualsc ree n. So- are we g oing to end up inhabiti n g our m ovi es?
Ther e are sev era l pret tym ajor o bstacl es in  t hew a y oft r an sla ti ng movieli k e  st oryte ll ingstraigh t into full immers i veVR. First, an d m osto b vi ous l y, the re ' s n o frame. Filmmake rs use the  s h ap e of the s c ree nand the  rulesof co m positio n withinthat to d ir ecty o ureye to mat ters ofimportanc e  with i nthe s tor y. Isth e c harac ter wh o 'stalki ng rig ht  now e xperi en cing anemotional change that's  impor tanttothe story ? T h enI can fil l th e frame wi thhis  face . I s  ther e an im por t ant p iece of sleigh t  o f h a n d?  Then I can f i llthe s cre e n with  not hing but a close- u p of the magic  tri c k  in  pr o gres s,  to make sureyou  d o n 't missit  and subseq uently l os e  thethread  of th e plota s  a whole. 

In  atrue VR e xpe ri e nce, yo u' re lookin g at  a  panor ama by defa u l t. The viewer ca n loo k at an y  of  thepa rticipa n ts i n a conver sation, can  lookanyw herein an a ct ion sc ene ,can starea round ata vis ta andmi ss t hekey el emen t s . It' d be  e nti rely poss i b le to  m i ssthechara ct ers
 respectively,_"probably not"_and "oh, hell yes."_But the_answer_to the_third_question is more_complicated.

The Oculus Rift_does indeed deliver on_the promise of_Virtual_Reality, a mere 20 years later than promised. I've got two in the studio_at_the moment,_and_they_are absolutely not over-hyped: the_Rift is the first technology_in 20_years that has made me consider moving from_producing_straight-up CGI animated_movies to a new artform. The sense of immersion_is incredible, the technology's workable, and_the reaction videos_are_very_amusing.

Well, actually, in the_most banal sense of the phrase_the Oculus Rift is already absolutely_fantastic for movies. Want to watch the_latest Game of Thrones episode on_an 80' screen? Virtual reality_can do_that. Put on a pair_of high-quality headphones,_and a_press of a_button can take you from your_cramped spare room_to an entire dedicated IMAX theater_just_for you. VR_cinema_apps_are one_of the fastest-moving_areas_of early_VR_development, with multi-user Rift cinema applications_giving_that community feel (hopefully without an "irritating_teen texting through the_movie"_simulator) and the first_virtual reality-based film festivals already_a matter of history.

But most people_aren't asking_whether we're_going to end up eating virtual popcorn watching our DVDs on_a virtual screen. So - are_we going to end_up inhabiting_our_movies?

There are several_pretty_major obstacles_in the way of translating movielike storytelling_straight into_full immersive VR. First, and most_obviously, there's no frame._Filmmakers_use the shape of the screen_and the rules of composition within_that to direct your eye_to_matters_of importance within the story._Is the character who's talking right_now experiencing an_emotional change that's important to the story?_Then_I can fill the frame with_his_face. Is there an important piece_of_sleight_of hand? Then I can_fill the screen with nothing but_a close-up of the magic trick in progress, to_make sure you_don't miss it and subsequently_lose_the_thread of the plot as a whole.

In a true VR_experience, you're_looking at a_panorama by default. The viewer can look at any of_the participants in a conversation, can look_anywhere in an action scene, can stare around at a vista_and miss the key elements. It'd be entirely_possible to miss the characters