Improving VR Video

Simple suggestions to greatly improve User Experience.

Wanderers” by Erik Wernquist

I’ve always been lukewarm to 360/VR video, but recently I have earnestly tried to give it a chance. Along the way, I was able to figure out why I do or do not enjoy VR videos.

What follows is a small collection of my thoughts on the topic.

By “VR video” I specifically mean video viewed through a VR viewer such as Google Cardboard. It may be THREE-degrees of freedom (3-DoF) over some viewing angle or a ZERO-DoF fixed viewing angle set side-by-side (SBS). I am not considering 360 video viewed on a screen without an HMD.

Who I am/am Not

I am not a VR expert, nor a “content creator”. I have been playing with VR since the Oculus DK1, which really isn’t very long.

That said, I have been trying out consumer VR devices for a while now. I’ve used the Oculus Rift DK1, DK2, DK2-HD, CV1, HTC Vive PRE and the consumer Vive; as well as ‘mobile VR’ including Google Cardboard and Samsung GearVR, where video is the prevalent content available currently.

This is based on my personal experiences and observations.

So What Makes a Good VR Video Experience?

The suggestions below are organized in a “design principles”-style list, with the most important aspects listed first in each section. I’ve skipped some commonly published guidelines in favor of focusing on issues that I’ve experienced personally.

Many of these seem like common sense, however given that so much content out there is rife with issues, it seems worth repeating.

Creators

  • Enjoy It. Experience your own content and make sure you enjoy it. Everything below should follow naturally from that.

Ads, Logos, and Overlays

  • Stereo. Don’t spam only one eye with your logo! Seriously, this makes your video unwatchable. Ads, logos and general overlays must be floating cards at a minimum and would preferably be stereo “magic windows” with depth or stereo 360 videos.
  • Legible. Make sure whatever it is you’re trying to present is comfortably readable.

Content

  • Converged. Not too close! Keep content a good distance away from camera, and review carefully for objects that don’t converge in stereo.
  • High-Res. VR video really needs to be high resolution…something on the order of 1k for ZERO-DoF and 4k for THREE-DoF, minimum. In my opinion, there should never be a low res option.
  • Stereo. 2D 360 videos viewed through an HMD appear as if you’re standing inside a ‘wallpapered’ sphere. Anything intended for stereo VR should be presented in proper stereo, unless you’re going for a wallpapered look!
  • Aural. Sound is an important aspect of immersion. Take advantage of spatial audio if possible. Spatial audio can also be used to direct attention.
  • Stay Classy. Don’t abuse 3D gimmicks or “pop-out” effects. These can be fine for punctuation, but don’t bring popped-out objects too close to camera.
  • Dead Space. In 360 videos, make sure focus is directed and dead space is easy to identify, making it easier to locate the action if lost.

The Camera

  • Comfortable. Breaking some common camera guidelines can be surprisingly comfortable, just make sure all camera moves and cuts stay comfortable.
  • Guided. Focus attention using clear, telegraphed audio and visual cues. This Assassin’s Creed trailer is a great example of audio-visual cues and negative/dead space.
  • Centered. If you are producing side-by-side ZERO-DoF content intended for VR, put the focal point in center frame. You are controlling the user’s eyes and they can’t look around much within what is presented on screen due to lens distortion. So keep the action centered.
  • Focused. Before using a shallow depth-of-field, consider if it translates well to VR. When used, make sure it is not distracting, confusing, or uncomfortable. It has been proposed by a friend that shallow DoF can be used as a tool to focus attention, though I have yet to experience this effect myself.

UX

  • On-boarding. Explicitly suggest the correct setup for optimal experience before every video, even if super brief. Again, this is a great example. Explicitly suggest using a VR viewer.
  • Continuous. When making a content framework/app, don’t force the user to leave VR to find more content.
  • Tested. Review content with a range of devices and users and make sure all users know the relevant issues.

Why is VR Video Important?

For many technical people, video is an unexciting aspect of VR. Some have even questioned if it should be considered “VR” at all.

I personally believe video can give a sense of ‘presence’ and is important in the VR ecosystem, considering mobile VR and video are the safe, familiar on-ramp to more immersive VR experiences.

We should strive to make that first taste of VR awesome.