Exploring Future Reality

Distribution

NYC Media Lab
Exploring Future Reality
4 min readDec 15, 2015

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Virtual and augmented reality experiences can be distributed in several different ways, each method presenting its own challenges. If content is downloaded it requires significant storage. In the Vrse app library, for example, “Clouds Over Sidra” is 600 MB and “Walking New York” is 700 MB. Some projects are even larger. The download size for the Gannett / Des Moines Register’s “Harvest of Change” series is greater than a gigabyte. Viewing virtual reality on a headset through a web browser is currently not fully implemented in any browser. An experimental version of Firefox and Chrome, installed with WebVR, allows some content to be viewed with an Oculus developer kit.

Current Bandwidth and Mobile Device Limitations

A large amount of bandwidth is needed in order to download all of the data necessary to render a full virtual reality environment. HD video is usually 1,920 x 1,080 pixels, which is the equivalent of more than 2 megapixels. Much more data is needed to create a high-resolution 360 degree video where the viewer can look in different directions.

Content downloaded to a smart phone is easily accessible, but limited by storage. Source: Softlight Photography

Virtual reality content is usually downloaded to a device before playback. Wi-Fi or mobile network connections must be high speed in order to accommodate live streaming of virtual or augmented reality content. However, file sizes and formats may evolve quickly to reduce download times.

Right now most virtual reality content downloaded to a device is stored much like an MP3 in a music library. The larger file size of virtual reality files is a limitation on how much content can be downloaded at a time and how much space is available on the hard drive of someone’s smartphone or computer.

As internet service providers offer faster download speeds, the ability to stream content from virtual reality delivery platforms will open up. “We’re moving towards an era with better streams and better cameras. The content is going to get more and more bandwidth intensive,” said Alex Rosenfeld, founder and CEO of virtual reality streaming platform Vrideo. “We support up to 4K right now. We could, in theory, support 8K as well. But that’s limited by the internet speeds that most people have access to, and also the quality of video that most people’s computers or mobile phones are able to support.”

Technological Developments on the Horizon

The entire technology ecosystem for virtual reality is still evolving. Display resolution will increase from 2K to 4K, and eventually upwards to 8K. This will enhance the clarity of the virtual reality world at hand, improving perception of details such as text.

Also, the price of fast central processing units (CPUs) and graphics processing units (GPUs) for computer based virtual reality headsets will decline, meaning more people will have computers in their homes that can support smooth virtual reality playback. “There are all these elements that need to move somewhat in sync between the camera technology, internet speeds, the quality of content that computers and mobile phones are able to support,” noted Rosenfeld.

Advancements in virtual reality content must made in concert with those in consumer computer hardware. Source: Softlight Photography

The current generation of smartphone-based virtual reality works with phones that weren’t designed with virtual reality in mind. Smartphone based experiences stand to improve once the needs of virtual reality begin to inform mobile hardware design.

Industry experts anticipate technological advancements that will improve user experience. “There’s a clear sightline to really amazing head-mounted displays in 2 to 5 years,” said Jason Black, analyst at RRE Ventures. “With wider field of view, no screen-door effects, incredibly low-latency, amazing tracking. There’s already some amazing tracking systems out there that almost perfectly render your head movement.”

Customers have trouble finding content

The surplus of distribution channels for virtual reality content, paired with only minimal consistency as to what appears where, poses a challenge for audiences seeking content that interests them. For now, users discover virtual reality content by touring an app store or via targeted promotional outreach.

The current limited amount of virtual and augmented reality experiences being produced means early adopters can find out about new experiences through the media buzz for each new piece launched. The pace of new releases is slow enough that audiences have to time to research each new release and learn how to download it. As content production increases, this discovery system will seem anachronistic.

That said, YouTube has enabled 360 degree videos in its video platform, meaning that one of the biggest discovery platforms for traditional video is now involved in helping people find content that can be viewed on its Google Cardboards. Vrideo and Littlestar also offer virtual reality content libraries, and Vrse works with publishers to provide virtual reality pieces in its Android app.

Exploring Future Reality is a report brought to you by NYC Media Lab. Download a PDF of the full report here.
Continue to part four of this ten part series.
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NYC Media Lab
Exploring Future Reality

NYC Media Lab connects university researchers and NYC’s media tech companies to create a new community of digital media & tech innovators in New York City.