Lytro Gets $60M More for Light Field VR Capture, First Content Coming in Q2

Lytro have announced another hefty new wedge of funding, with a $60 million series D round led by Blue Pool. What’s more, they’ve partnered with Within, and the first 360 degree 3D light field content is now set to arrive from that partnership in Q2 of this year.

There are so many technologies that the advent of accessible virtual reality has encouraged to evolve. But few excite me as much as the potential for light field ‘video’. As a movie enthusiast, the idea that motion pictures can now be captured both in 3D and allow the viewer to ‘peek’ in, out and around upon viewing, blows my mind. Lytro promise to deliver VR film with six degrees of freedom and parallax at a potential resolution “greater then 6k per eye”.

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Lytro's 'Immerge' 360 3D Light-field Pipeline is Poised to Redefine VR Video

We wrote in 2015 about Lytro‘s potentially groundbreaking Immerge system, then a gargantuan domed array of light field sensor slices that capture absurd amounts of data about the light light it sees, all in 360 degrees. And, as the angle and source of the light is captured, the data recorded can be used to recreate the camera’s surroundings in three dimensions too. Clearly the potential for immersive movie making with Lytro’s new kit is immense and a perfect fit for virtual reality viewing.

Now, Lytro have announced that in addition to the $50M in funding they netted in 2015 to develop Immerge, they’ve just received a further $60M in series D funding, in a round led by Blue Pool Capital to continue refining Immerge and, perhaps as importantly, producing content with it.

“We believe that Asia in general and China in particular represent hugely important markets for VR and cinematic content over the next five years,” said Jason Rosenthal, CEO of Lytro. “A key goal of this capital raise was to assemble a group of trusted capital partners to help us best understand and navigate this new market.”

On the content front, Lytro are also announcing today that they’ve formed a partnership with creative house and content platform Within (formerly Vrse), co-founded by one of the few directors out there to have already made a name for themselves in the embryonic medium of VR film, Chris Milk. The first production from the new partnership has already wrapped, and is currently in post-production. According to a press release from Lytro, they’re planning to launch this new content at some point in Q2 2017 – that’s not long at all.

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Within and Fox Partner to Create VR Content, Spike Jonze to Co-Produce Original VR Film

So what else has the Lytro team been up to since we last heard from them? Well there’s been a fairly major change to the form factor and nature of the Immerge camera. Instead of the incredibly ambitious 360 ‘capture all angles at once’ system featured previously, the company have instead pivoted to a ‘planar’ (in other words, front-facing only) camera system. Lytro claim this change was made in response to feedback from their creative partners, allowing for more traditional ‘nehind the camera’ (not an option with 360 filming) director / talent collaboration and tighter control over the filmed volume. To be clear though, the system will still offer 360 capture, but instead of capturing all at once, the system can be rotated, filming those different angles one at a time.

lytro-planar-1

Whilst this does sound like an almighty pain, because the Immerge is dealing with light fields, it should be much easier to seamlessly blend each of those views when compared with conventional spherical camera array. So, whilst it’s not quite as neat and impressive as the company’s original vision, we still get high resolution light field films which can be adjusted for different IPDs, allows for parallax and some freedom of movement within the captured volume. In short, it’s still pretty bloody cool!

There is still a question however, and quite an important one. Even with ‘downscaled’ versions of the assembled films, there’s a lot of data required to deliver these experiences to a VR headset in the home. Lytro previously spoke about proprietary streaming software which downloaded data only for the portion of the movie you were looking at, but there were no further details on this kind of viewer in their latest press release. We’ll be following up on this.

The long wait for Lytro’s potentially groundbreaking form of VR video capture seems almost to be over, and although there are still have question on how they’ll get it all to our faces, I’m more excited to see the results in action for myself than ever.

Introduction to Light-fields

Light-field photography differs from traditional photography in that it captures much more information about the light passing through its volume (i.e. the lens or sensor). Whereas a lytro-light-fidle-diagstandard digital camera will capture light as it hits the sensor, statically and entirely in two dimensions, a light-field camera captures data about which direction the light emanated and from what distance.

The practical upshot of this is, as a light-field camera captures information on all light passing into its volume (the size of the camera sensor itself), once captured you can refocus to any level with that scene (within certain limits). Make the camera’s volume large enough, and you have enough information about that scene to allow for positional tracking in the view; that is, you can manipulate your view within the captured scene left or right, up or down, allowing you ‘peek’ behind objects in the scene.

 

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8i Lands $27M in Series B Funding and Reveals Tango-powered Mixed Reality App ‘Holo’

Volumetric video specialists 8i have announced their latest series B funding round has netted them a further $27 while also unveiling Holo, a mixed reality video app, powered by Google’s Tango technology.

We first reported on 8i back in 2015, when they unveiled their 360 volumetric video capture system, capable of capturing imagery and data from different viewpoints and stitching them back together in realtime, allowing the video to be viewed from different angles.

Now, in addition to the company’s previous 2015 series A funding round, 8i have announced it’s to receive a further $27M in funds from a series of high profile investors including Baidu, Verizon and Time Warner.

Up to now, 8i’s focus has very much been on virtual reality, with an early version of their ‘3D Video’ player launching for the Oculus Rift, even before the consumer version had reached market. However, the company’s latest direction embraces the recent wave of consumer devices to include Google’s ‘Tango’ depth sensing and capture technology. It’s called Holo, and it purports to “bring holograms to consumers” via pre-recorded volumetric video and augmented reality. 8i is making extensive use of the word “hologram” in the colloquial sense, though technically speaking their work does not involve holograms in the optical sense.

The Lenovo Phab Pro 2
The Lenovo Phab Pro 2

“As consumers are augmenting, mixing and creating new content on their smartphones on a massive scale, mobile presents an unparalleled opportunity for distribution of holograms,” said 8i CEO Steve Raymond. “We’re thrilled to have the strategic expertise and backing of leaders in media, technology, and communications as we bring audiences new ways to create and engage with content. With this global round, we look forward to partnering with our investors from the US, China, Europe, and Australia as we bring our technology to consumers worldwide.”

The app, which allows users with Google Tango-enabled phones—such as the recently released Lenovo Phab 2 Pro—is in beta right now with a release set for some time this year. It allows users to capture video of their real world and drop pre-recorded volumetric video ‘avatars’ (captured by 8i) into the scene which then pan and rotate in real time, matching the camera’s movement.

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8iStudiosVolCapRig_JonHamm
Actor John Hamm, being captured at 8i’s volumetric video studio

But while Holo looks like enormous fun, what of 8i’s plans for virtual reality? 8i CEO Steve Raymond says, “Our investment into mobile AR in no way diminishes our excitement for the many use cases that are emerging for our holograms in high end VR. What we are seeing are different kind of content creators embracing different forms of content for different consumption platforms.”

Holo is the first, low-cost entry step for content creation using their volumetric assets, but the company has already produced more ambitious projects with higher fidelity visuals, such as Buzz Aldrin’s Cycling Pathways to Mars (below), a “volumetric VR experience powered by 8i holographic technology and designed for HMD’s that enable 6-degrees of freedom,” which is due to premiere at SXSW next month.

8i-buzz-aldrin

“With VR and AR, we’re seeing the very beginning of a new generation of immersive media,” said Scott Levine of Time Warner Investments. “8i makes holographic human content a reality in this new era with its breakthrough volumetric capture technology, while lowering the barrier for creators. We’re excited to back this world-class team as they continue to push the boundaries of data compression and depth acquisition, and bring holograms to the mainstream with Holo on smartphones.”

We’re not sure what to make of Holo itself having not tried it just yet, but with the VR industry still in an embryonic state compared with more established media platforms, 8i’s multi-pronged approach to introducing its immersive technologies to a mass market audience with something fun and accessible is probably a smart move.

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Amazon May Look to VR to Enhance Shopping Experience, Job Ad Indicates

A new job opening at a division of the online retail giant Amazon my indicate the firm is looking to immersive technology to enhance its shopping experience.

Amazon has up to now only tentatively dipped its substantial corporate toe in the waters of virtual reality. The online retail giant did fire up a VR hub back in 2015, with the help of Road to VR and later introduced VR support to its open source game engine Lumberjack, but as far as VR being integrated into its core offerings, there’s been nary a whisper.

Now, a new job opening, spotted by Variety, may indicate the company is looking into the opportunities immersive technologies may offer for its online retail presence. The job, which had appeared via LinkedIn has since been removed, was for the firm’s A9 division, ordinarily tasked with product search and advertising. The new “Creative Director, Virtual Reality” would “envision the future of Amazon’s VR solutions and guide our creative and technical teams to produce compelling, world-class experiences,” according to Variety, which reported on the opening before it was pulled – perhaps after gaining unwanted attention from online media.

In addition to its VR retail hub, Amazon also recently made noises about expanding its video entertainment offerings when it confirmed hiring ex Tribeca Film Festival director Genna Terranova to head up a new VR film division at Amazon Studios, possibly to extend its online streaming services. No other details about the move were shared however.

It’s clear Amazon has an eye on covering its bases as immersive technologies makes its way into people’s homes, and as one of the world’s in online media and retail, we’ll follow their progress with great interest.

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PlayStation VR is the First Tethered Headset to Score YouTube VR Support

While YouTube is rapidly growing as a leading source of 360 degree video content, an official YouTube VR app has been notably absent from the high-end tethered headsets, even after its debut on Google’s Daydream VR platform. Now, PlayStation VR is the first to get support for the app, while the Rift and the Vive will likely have some time still to wait.

After a small initial deployment of an update to PS4’s YouTube app a few weeks back, users in both US and EU are reporting that the 1.10 YouTube patch has added support for the PlayStation VR headset (if you don’t have it yet, click the Options button while highlighting the YouTube app on PS4 and press Check for Update).

youtuve-vr-psvr-updateWhen launching the app, users can now choose between launching the Normal version or the PlayStation VR version of YouTube. The PSVR version of YouTube now supports both 360 monoscopic and 360 3D video, and adds a ‘360 Videos’ category along the interface’s top row. The interface is otherwise identical to the Normal version.

youtube-psvr
Among a number of 360 videos on the platform, this one will let you swim with the infamous Great White from the comfort of your couch.

Inside the videosphere of a 360 video on YouTube you can look around in all directions to see the action, but of course there’s no positional tracking because the video is a standard single point capture (which means if you lean from side to size, the view won’t move). Non-VR 3D videos don’t appear to be supported by the application yet, but hopefully they will be in time.

For reasons that are likely more political than technological, PlayStation VR is the first of the big three tethered VR headsets to get an official YouTube VR app. Notably, as PSVR is console-based, PC VR headsets still have no official YouTube VR app despite being available for much longer than PSVR.

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PlayStation VR on PS4 Pro vs. PS4 Comparison

The sporadic availability of the app speaks to continued strategic maneuvering by Google and competitors vying for the best position in the early VR landscape. Ironically, one of Google’s biggest competitors, Apple, saw their iOS platform get official (albeit rudimentary) YouTube VR support thanks to the iOS YouTube app getting ‘Cardboard’ VR functionality in the middle of 2016.

YouTube VR on Daydream has built from the ground up for VR.
YouTube VR on Daydream has built from the ground up for VR.

The irony continues as one of Google’s biggest allies on the Android front, Samsung, has seen their Gear VR users deprived of a YouTube VR app while Google made sure it was part of the launch lineup for the mobile Daydream VR platform in late 2016.

Other major video platforms like Netflix (and even speciality VR video platforms like NextVR) also continue to be curiously absent from the industry’s best tethered headsets.

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‘The Lawnmower Man’ is Coming to VR as an Original Multi-Episode Series

Jaunt, the cinematic VR company, has today revealed 5 different content deals slated to go into production in 2017, one of which—love it or hate it—will be based on the seminal ’90s VR flick The Lawnmower Man (1992). And no, neither Pierce Brosnan nor Jeff Fahey have signed on to reprise their roles as the eccentric scientist Dr. Lawrence Angelo and the intellectually disabled gardener Jobe Smith.

Partnering with rights holders Jim Howell and Rupert Harvey to develop and produce a reimagination of the film, Jaunt is making the low-fi, sci-fi cult classic into an original, scripted, multi-episode series for VR headsets.

“The original movie was a film of unsurpassed imagination and creativity with its ground-breaking use of VR back in 1992,” said Jim Howell. “Together with Jaunt we look forward to a contemporary team bringing to life a whole new world of VR; a world of immersive entertainment and communication. We are very excited to be working with Jaunt to create a VR realization of the film.”

Since it’s still on the drawing board and doesn’t go into production until later this year, we can only speculate on what sort of content a we’re in for.

While we’re sure to get some of this:

We’re not really expecting much of this based on pure cringe-factor alone:

Founded in 2013, Jaunt has completed 4 funding rounds totaling over $100M, the most recent being a $65M series C investment led by The Walt Disney Company. Jaunt is developing VR camera hardware (Jaunt ONE, the 3D 360 light-field camera), software, tools, and applications for VR content creators.

Besides the upcoming Lawnmower Man VR series, Jaunt and its content partners are starting production in 2017 on 4 others:

Miss Gloria

A multi-episode series from New York Times Bestselling author, Daniel H. Wilson (Robopocalypse, How to Survive a Robot Uprising). Set in the distant future, the series situates the user in several distinct points of view as a “Robot Hero” tracks down a young girl who has gone missing during an uprising.

Luna

A 12-episode sci-fi suspense series created by Adam Cooper & Bill Collage (Assassin’s Creed, Exodus: Gods and Kings) to be directed by Robert Schwentke (The Divergent Series: Allegiant and Insurgent, Flightplan). LUNA follows an ensemble cast navigating an abandoned lunar base which results in them experiencing fear unlike anyone has felt before.

The Enlightened Ones

An episodic VR series written and produced by Tye Sheridan (X-Men Apocalypse, Ready Player One) and Nikola Todorovic of Aether, Inc. The series is set in an alternative present where a device is discovered bringing immortality to the human race. After the general public is given access to this technology, the world’s governments form an organization to control the crisis of overpopulation.

Bad Trip

A six-episode stoner comedy series from writer/director Todd Strauss-Schulson (Harold and Kumar 3D). The series will place the viewer in the hyper-visual and uncomfortable situation of taking various drugs in environments that are less than ideal.

 

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Believe the Hype: HypeVR’s Volumetric Video Capture is a Glimpse at the Future of VR Video

After having teased the tech toward the end of last year, we’ve finally gone hands-on with HypeVR’s volumetric video captures which lets you move around inside of VR videos.

Inherent Limitations of 360 Video

Today’s most immersive VR video productions are shot in 360 degree video and 3D. Properly executed 360 3D video content can look quite good in VR (just take a look at some of the work from Felix & Paul Studios). But—assuming we can one day achieve retina-quality resolution and geometrically perfect stereoscopy—there’s a hurdle that 360 3D video content simply can’t surmount: movement inside of the video experience.

With any 360 video today (3D or otherwise) your view is locked to a single vantage point. Unlike real-time rendered VR games, you can’t walk around inside the video—let alone just lean in your chair and expect the scene to move accordingly. Not only is that less immersive, it’s also less comfortable; we’re are all constantly moving our heads slightly even when sitting still, and when the virtual view doesn’t line up with those movements, the world feels a less real and less comfortable.

Volumetric VR Video Capture

That’s one of a number of reasons that HypeVR is working on volumetric video capture technology. The idea is to capture not just a series of 360 pictures and string them together (like with traditional 360 cameras), but to capture the volumetric data of the scene for each frame so that when the world is played back, the information is available to enable the user to move inside the video.

At CES 2017, I saw both the original teaser video shot with HypeVR’s monster capture rig, and a brand new, even more vivid experience, created in conjunction with Intel.

With an Oculus Rift headset, I stepped into that new scene: a 30 second loop of a picturesque valley in lush Vietnam. I was standing on a rock on a tiny little island in the middle of a lake. Just beyond the rock the island was covered in lush wild grasses, and a few yards away from me was a grazing water buffalo and a farmer.

Surrounding me in the distance was rainforest foliage and an amazing array of waterfalls cascading down into the lake. Gentle waves rippled through the water and lapped the edge of my little island, pushing some of the wild grass at the water’s edge.

It was vivid and sharp—it felt more immersive than pretty much any 360 3D video I’ve ever seen through a headset, mostly because I was able to move around within the video, with proper parallax, in a roomscale area. It made me feel like I was actually standing there, in Vietnam, not just that my eyes alone had been transported. This is the experience we all want when we imagine VR video, and it’s where the medium needs to head in the future to becoming truly compelling.

Now, I’ve seen impressive photogrammetry VR experiences before, but photogrammetry requires someone to canvas a scene for hours, capturing it from every conceivable angle and then compiling all the photos together into a model. The results can be tremendous, but there’s no way to capture moving objects because you can’t capture the entire scene fast enough to record moving objects.

HypeVR’s approach is different, their rig sits static in a scene and captures it 60 times per second, using a combination of high-quality video capture and depth-mapping LiDAR. Later, the texture data from the video is fused with the depth data to create 60 volumetric ‘frames’ of the scene per second. That means you’ll be able to see waves moving or cars driving, but still maintain the volumetric data which gives users the ability to move within some portion of the capture.

hypevr-capture-rig-2The ‘frames’ in the case of volumetric video capture are actually real-time rendered 3D models of the scene which are playing back one after another. That not only allows the viewer to walk around within the space like they would a VR game environment, but is also the reason why HypeVR’s experiences look so sharp and immersive—every frame that’s rendered for the VR headset’s display is done so with optimal sampling of the available data and has geometrically correct 3D at every angle (not just a few 3D sweet spots, as with 360 3D video). This approach also means there’s no issues with off-horizon capture (as we too frequently see with 360 camera footage).

Continue Reading on Page 2 >>

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Oculus Partners with BBC Earth to Create VR Video and Interactive Content

Oculus VR and BBC Earth, the British Broadcasting Corporation’s own natural history producer, have announced a new partnership. The first order of business: three VR experiences based on the lives of three different animals, Black Bears, the Caracal Cat, and an Oogpister Beetle.

BBC Worldwide says that all three virtual reality experiences will be released separately on Oculus Rift and Samsung Gear VR platforms this January and will be available free to download for the first three months.

Cat Flight, featuring the jumping prowess of the Caracal Cat, will integrate computer generated imagery (CGI) into 360 degree video. Giving you the ability to “freeze the Caracal mid-jump and adjust the zoom,” Cat Flight will teach users about just how they survive in the wild.

image courtesy BBC Earth
image courtesy BBC Earth

Oogie, based on the Oogpister Beetle, is an interactive game constructed from real life footage from BBC Earth that follows the African beetle through the Savannah. Users will need to guide the beetle to safety, avoiding hazards, obstacles, and deadly predators.

Bear Island is an interactive 360 video that follows Black Bears on their journey to the banks of an Alaskan river. Users will be able to jump between different perspectives and parallel storylines to learn more about how Black Bears live and feed.

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David Attenborough's 'First Life' is a Virtual Reality Documentary for Gear VR

Julia Kenyon, Global Brands Director for BBC Worldwide said, “We are delighted to be partnering with Oculus to give audiences a completely different insight into the natural world. By allowing users to immerse themselves in the environments of these three animals, we are hoping to bring people rich and unforgettable adventures different from any traditional natural history series.’’

These three VR experiences mark BBC Worldwide’s first step into creating virtual reality content, maintaining that there will be more to come.

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Third-party VR Client for Plex is in the Works to Stream Your Own Media Library in VR

While much of the world moves to cloud streaming media libraries, there remains those of us that like to maintain our own personal local media library. Plex is a popular application for streaming your own library to other devices, and now a developer is creating a VR client that builds on the Plex platform.

Plex lets you take your local media library of videos, photos, and music, and turn it into your own personal cloud that can stream to other devices.

Developer Alex Keybl is creating a VR client for Plex that’s already looking mighty impressive (see video at the top of the article). He calls it Plevr (pretty clevr, eh?) For now it runs on the HTC Vive, but there’s plans to add compatibility for the Rift as well.

Keybl is showing off an early build that only streams video, but it already looks to do so quite well. He showed Plevr’s interface, which consists of a familiar tile-format display TV show covers, but the difference here is that you can reach out and grab the tiles and flip them over to read the description. If you don’t like what you see, just toss it away to remove it from the list. Or if you do like it, keep the tile and, when you’re ready, toss it at the screen to play.

plevr-viveIt’s a novel interface, and likely to change as Keybl further develops the client, but we’ll give him a few points for straightforwardness anyway.

plevr-vive-2Keybl showed Plevr streaming video perfectly on a virtual bigscreen, and also demonstrated basic controls using the Vive controller touchpad: there’s start/stop and skip forward/backward, just the basics for now, but he says he’s got a lot of ideas for further development.

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Keybl says that Rift support is planned, but what we’d really love to see is support for mobile headsets like Gear VR and Daydream, since media viewing is a strong area for mobile VR, but getting media onto the devices is a bit more of a pain if you want to use your own library. Plevr could be great for that, especially if it adds support for 360 and 360 3D videos.

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The ‘Orah 4i’ 4k Live Streaming 4k 360 Camera is Available to Pre-order Now

VideoStitch, the company behind the eponymous 360 post-production software suite, yesterday announced the launch of their first 360 camera, the Orah 4i. The all-in-one solution provides a 4k resolution image that can be automatically stitched and transmitted them live to VR headsets and video streaming platforms.

There have been an awful lot of 360 camera solutions targeting a wide range of demographics over the last few years, it’s a segment of immersive entertainment that has been latched onto quite quickly by both traditional media organisations and content producers alike.

Today, VideoStitch officially enters that fray with their all-in-one 360 video solution which provides in-line stitching for captured video content, allowing the device to offer live-streaming immersive video up to 4k resolution. The video captured via the

“Today is a big day for us,” says Nicolas Burtey, CEO and founder of Orah, “About one year ago we started to work on this ambitious project – a camera that can capture, stitch and stream full spherical 360 content live in high quality, just with the push of a button. Right now, this camera is on its way to professionals all over the US. Orah 4i will change the way 360 content is produced and enable completely new VR experiences. I cannot wait to see what our customers will be able to do with it.”

orah 360 camera livestreaming (3) orah 360 camera livestreaming (2) orah 360 camera livestreaming (1)

Road to VR’s Executive Editor Ben Lang experienced some of the footage taken with the Orah 4i himself at this year’s GTC 2016:

I got to see a functional build of VideoStich’s new camera up close. Although the unit isn’t yet sealed, it was fully functional, including livestreaming. I sat near the camera and put on a Gear VR headset. Inside, the scene was the same place as where I was, except from the camera’s viewpoint, and about 30 seconds delayed, which meant I actually saw myself come walking over, sit down in the chair, and put on the headset… it was oddly surreal, like looking back in time from a different vantage point.

That 30 second delay is dependent upon the streaming protocol. VideoStich CEO Nicolas Burtey showed me the camera view from the camera on his laptop, instead of through the headset, which had a delay closer to 10 seconds. This is all in line with typical live broadcast delays, Burtey said.

The quality of the video didn’t stand out as any better or worse than many of the monoscopic 360 rigs I’ve seen in the past, but that’s good given that the video is being stitched together and livestreamed wirelessly to my face within 30 seconds, whereas most of what I’ve seen elsewhere has the benefit if being played back locally. The stitching didn’t reveal any blatant seames.

Even if the quality is largely the same as other multi-lens 360 cameras of this sort, having it all together in this compact device surely beats dealing with a bunch of GoPros, and each of their cables and memory cards. The camera is powered over the same ethernet cord that sends its data to a processing box which handles the recording, stitching, and streaming of the data. Relying on a breakout box (which is actually a tiny PC running Linux) means the camera isn’t quite as compact and standalone as its sleek industrial design might have you believe, but it brings a level of flexibility and expandability that VideoStich’s target market (professional creators) will demand, like the option to connect a high-end professional sound capture card via USB.

The stitching box, which is bundled with the camera, can either hang directly on the tripod or be wired up to 300 ft via an ethernet cable—coincidentally the only port provided for data transfer from the camera to the mini-computer. CEO and founder Nicholas Burtey maintains that all Orah 4i cameras will come with the stitching box, however there is the future possibility that you’ll be able to buy a version without the stitching box unit so you can supply your own solution.

The solution can be pre-ordered now for a special “limited time” price of $3,595 with Orah claiming they’ve already begun delivering the hardware to customers throughout November and pre-orders are expected to deliver “very quickly” although those outside the US may see a delay while VideoStitch “get legal clearance for your respective country”.

Orah 4i Camera Specs

  • 4096×2048 H.264 High Profile (4K)
  • 30 fps
  • 4 ­Channel Ambisonic @ B­Format
  • 100% anodized precipitation­-hardened aluminum housing
  • 80 x 70 x 65 mm 480g or 3.1 x 2.7 x 2.5 inches 17 oz

Orah 4i Stitching Box

  • Intel CPU & Nvidia GeForce GPU
  • Storage 120GB M.2 SSD
  • Ports: Mic (1), Headset (1), USB 3.0 (4), USB 2.0 (2),
  • Dual Gigabit LAN, Wi­Fi 802.11ac/b/g/n with external antenna, Bluetooth 4.0
  • 5 to 25 Mbps bitrate
  • Included 48V POE Injector and Right­Angle 6ft CAT6 Cable

Additional reporting for this piece provided by Scott Hayden and Benjamin Lang.

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Now with Netflix, HBO, and NextVR, Daydream Rises to Top VR Platform for Video

Google’s Daydream Android VR platform just got a lot more watchable. Already the only place you’ll find the official YouTube VR app, Daydream just picked up more major content providers.

nextvr-daydream

While Gear VR has been the exclusive home of Netflix VR since September 2015, the app has now landed on Daydream, Google’s Android VR platform. The app doesn’t yet serve up VR content, instead putting users inside of a virtual living room with a big screen (somewhat oddly) placed under the mantle of a fireplace, offering up the whole of Netflix’s ‘flat’ video library.

hbo-now-go-daydream-vrAlso serving up non-VR videos is HBO NOW VR (and HBO GO VR) on Daydream. This is a big win for the platform as it’s the first HBO VR app anywhere. Like Netflix VR, the HBO VR apps present a virtual bigscreen in a home theater setting with access to HBO’s library of flat video content.

While both HBO and Netflix are only offering flat content for the time being, the door is clearly open for native VR video content from each.

Golf US Open NextVROf the three, the new NextVR app on Daydream is the only one offering proper VR video which is both 360 degrees and 3D. NextVR’s small but growing library is focused around sports and music events, and also offers the chance to watch VR broadcasts live, like weekly NBA games. As with Netflix VR, Gear VR was formerly the only place to watch NextVR content, but now Daydream users can join the fun.

Daydream is also the only VR platform with access to the official YouTube VR app, a trump card which Google appears to have purposefully kept away from Samsung’s Gear VR. The YouTube VR app offers access to YouTube’s massive flat video library as well as 360 and 360 3D VR Youtube videos, which the company is actively growing.

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Add to that Hulu VR, Jaunt VR, Littlstar, Within, and Google Play Movies & TV, and it’s clear that Daydream has taken the top spot as the best place to watch video content in VR. Gear VR still has a number of great exclusive one-off pieces of VR video content, like the excellent Inside the Box of Kurios, though they are spread out across individual app-wrappers rather than part of a curated content library.

Amazon Video is among the only major video streaming libraries that hasn’t yet announced a VR offering, and it’s likely that the various platforms are competing heavily for it to be a timed exclusive on just one platform.

Amazingly, not one of these video apps (in any incarnation, not just their Daydream versions) offer social/multiplayer functionality. So unless you’re used to watching movies, TV, and sports alone, these apps may remain more of a novelty for the time being. Here’s to hoping that once the first app introduces social watching, the rest will follow.

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Curiously, tethered VR headsets like Rift, Vive, and PSVR have been almost entirely excluded from major streaming video apps. Hulu VR and Jaunt VR are the only two of the aforementioned major apps available on any of the tethered headsets. Meanwhile, YouTube, Netflix, HBO, Google Play Movies & TV, and even NextVR—the only one of the bunch with a library of exclusively VR video content—aren’t available for the leading tethered headsets.

The post Now with Netflix, HBO, and NextVR, Daydream Rises to Top VR Platform for Video appeared first on Road to VR.