For the first time since Virtual Reality (VR) came up in the mid 90ies, high quality and affordable VR and Mixed Reality (MR) experiences seem within the reach to a broad range of creatives. The big players in the VR market concentrate mostly on hardware, lacking the content to be displayed on the upcoming generation of display devices. A high-quality, cost-effective, scalable system is not available at the moment, hence the chances in the VR/MR application market are extremely versatile for almost all areas of creative production.
The innovation is the direct capture of real human performers in 3D, which enables the viewing angel from which a video is looked at to be changed during the playback freely – without the need of motion capture or post production by 3D-animateurs.