[HN Gopher] Blackmagic Debuts $30K 3D Camera for Capturing Video...
       ___________________________________________________________________
        
       Blackmagic Debuts $30K 3D Camera for Capturing Video for Vision Pro
        
       Author : tosh
       Score  : 265 points
       Date   : 2024-12-17 14:18 UTC (3 days ago)
        
 (HTM) web link (www.macrumors.com)
 (TXT) w3m dump (www.macrumors.com)
        
       | freedomben wrote:
       | Cool! Though I sincerely hope it's not using some Apple
       | proprietary format that won't work with non-Apple devices.
        
         | strogonoff wrote:
         | Given Blackmagic is a brand well-known for using their own
         | proprietary format, for actually selling cameras boasting
         | CinemaDNG support that they after the fact quietly disable in
         | favour of BRAW, they are hardly a good choice for someone who
         | cares about interoperability and open standards.
        
           | tecleandor wrote:
           | What I see from the PR [0] is that it's using a new BRAW
           | version ('The new Blackmagic RAW Immersive file format...)'.
           | So it's as open as BRAW, that is, not much. But at least (I
           | guess/hope...) you should be able to export each "eye"
           | separately in a different format.
           | 
           | Converting to the "Apple Vision Pro" format is the last step
           | on the pipeline, after editing.                 0:
           | https://www.blackmagicdesign.com/media/release/20241217-01
        
           | formerly_proven wrote:
           | Wasn't that due to RED patents?
        
             | strogonoff wrote:
             | CinemaDNG is an open standard. I am using a camera with
             | CinemaDNG support. It came out around the time BM did the
             | bait-and-switch. Another model came out a couple years
             | later, also with CinemaDNG support. It shows that BM is
             | using RED as an excuse to lock people in.
        
               | vanchor3 wrote:
               | RED has a patent on compressed RAW. Apple tried to
               | invalidate it but failed, so anyone who wants to use the
               | concept of compressed RAW has to license it from RED.
        
               | strogonoff wrote:
               | Raw is not an acronym.
               | 
               | CinemaDNG is not a compressed format. It is a directory
               | with DNG files. DNG is an open raw photo format. Both DNG
               | and CinemaDNG predate REDCODE.
               | 
               | My camera records 4K 12-bit CinemaDNG with no compression
               | and is in the same price segment.
               | 
               | If BM, given options they had (which also include things
               | like "pay RED" or "recall products"), chose to silently
               | remove the support for CinemaDNG in cameras that they
               | sold advertising CinemaDNG support, I doubt blaming RED
               | is anything but a PR tactic.
        
         | tom1337 wrote:
         | Unfortunately the Immersive Video seems to be a proprietary
         | format. Also if I understood correctly you can't even edit this
         | format right now cause DaVinci Resolve is missing an update for
         | that...
         | 
         | https://www.blackmagicdesign.com/uk/media/release/20241217-0...
        
           | diggan wrote:
           | I've seen people edit 180 videos in Resolve for quite some
           | time. I don't find any details on the various formats it can
           | output, but surely at least one of them will be editable if
           | you have the camera today.
           | 
           | The article you linked mentions it uses BRAW which is indeed
           | supported in Resolve today already.
        
         | gardaani wrote:
         | Which open format can handle this kind of video? The Cineform
         | video codec can store stereo video, but I don't know if it
         | would be suitable for this.
        
         | fastball wrote:
         | Does that matter? If it is a lossless format, you can always
         | convert it to another one after capture.
        
       | TheAceOfHearts wrote:
       | Is anyone making movies specifically for the Vision Pro? Apple
       | could certainly afford to sponsor a few films to bolster their
       | catalogue. Although for a creative the tiny potential audience
       | makes it seem very unappealing.
       | 
       | Then again... Maybe if AVP owners represent an audience that
       | you'd like to target it wouldn't be a bad decision. Everyone that
       | owns one will probably be starved for special content and I'd
       | imagine they'd be willing to buy something specifically made for
       | their niche platform.
        
         | tom1337 wrote:
         | I'd argue that (similarly to 3D captured footage) you can just
         | record both formats in the same time so you can still target
         | the big audience. Wouldn't wonder if we're going to see few
         | Apple TV exclusives which are in "normal" 4K and also offer
         | Immersive View for Vision Pro owners.
        
         | XzAeRosho wrote:
         | I think the answer it's in the Blackmagic website:
         | 
         | >the world's first advanced cinema camera designed to shoot for
         | Apple Immersive Video
         | 
         | I think they are tapping early into an emerging "new" video
         | format.
        
           | klabb3 wrote:
           | 3D TV back at it again.
        
         | tlyleung wrote:
         | Apple has commissioned Submerged, the first scripted short film
         | captured in Apple Immersive Video
         | 
         | https://www.youtube.com/watch?v=eYJcUtVIB_g
        
         | threeseed wrote:
         | Apple looks to be getting out of the feature movie business in
         | general and focusing on TV where it is seeing a lot more
         | success.
         | 
         | But based on the Vision Pro demo I would expect to see them
         | prioritise non-fiction content e.g. Planet Earth style movies,
         | concerts, athlete profiles etc.
        
       | oDot wrote:
       | I research live-action anime[0] and this looks really cool,
       | especially if there's fine-grained control over each sensor and
       | especially if you can change the lenses (in a supported or
       | unsupported manner).
       | 
       | Anime has the advantage of being drawn frame-by-frame, thus able
       | to "change" lenses, cameras, etc mid action-packed shots. Using
       | this may allow for shooting two different setups at once,
       | achieving a similar effect.
       | 
       | [0]: https://www.youtube.com/@weedonandscott
        
         | xattt wrote:
         | Not only anime, but other types of animation as well. :)
        
           | oDot wrote:
           | Indeed, I was just staying in context :)
        
       | throwaway48476 wrote:
       | How many vision pros did they sell and how many people are still
       | using them?
        
         | martin_a wrote:
         | I thought that product was discontinued completely?!? I think
         | new models were said to take at least until early 2026, not
         | sure I'd invest in this without proper playback devices on the
         | market...
        
           | tatrajim wrote:
           | No, it's still rolling out globally, and has a growing group
           | of owners, particularly using AVP for productivity
           | applications after the recent system software update allowing
           | ultrawide screen sharing of mac screens. See /r/visionpro on
           | reddit for developer chatter and the latest developments.
        
         | tatrajim wrote:
         | Perhaps around 400K sold? Production to date is said to be
         | limited by Sony. The AVP is very much alive, especially with
         | the recent system software update allowing ultrawide viewing of
         | mac screens. See the reddit group /r/visionpro for lively
         | discussion of the latest developments.
        
       | OliverGuy wrote:
       | 8TB for 2hrs of footage is crazy even compared to other high end
       | cinema camera, going to be an interesting work flow for anyone
       | editing this as thats not a a trivial amount of data even by
       | today's standards
        
         | diggan wrote:
         | > is crazy even compared to other high end cinema camera
         | 
         | Is it really? I haven't touched "high end cinema cameras" but
         | if my consumer camera can generate ~1TB/hour and it's a
         | "normal" consumer camera, I'd easily expect 4x that in high end
         | cinema gear for 3D video (multiple videos stitched into one
         | essentially)
         | 
         | But again, haven't used any of those or looked it up, so what
         | do I know. It doesn't sound outlandish to me though.
        
           | michaelt wrote:
           | _> if my consumer camera can generate ~1TB /hour and it's a
           | "normal" consumer camera_
           | 
           | If your consumer camera generates 1TB/hour then you're
           | generating data as fast as a Red Komodo [1] recording at 6K
           | "VFX, Extreme Detail Scenes"
           | 
           | Consumer quality? A high-end iphone can record 4K 60FPS video
           | and an hour's footage takes up 24 gigabytes.
           | 
           | And you're watching 4K 60fps video on Netflix? Youtube? Maybe
           | 12 gigabytes an hour.
           | 
           | [1] https://www.red.com/komodo
        
             | diggan wrote:
             | Fair, maybe "prosumer" is more fitting, was thinking of the
             | Pocket Cinema 6K (also from Blackmagic). Not exactly "high
             | end cinema camera" so I still think the data rate doesn't
             | sound out of the world.
        
             | formerly_proven wrote:
             | Raw 8K video at 60 fps out of something like a Nikon Z8 is
             | around 1.5 TB/hour, 400-500 MB/s.
             | 
             | Of course most people wouldn't shoot at 60 fps for
             | historical reasons, and raw video codecs are intra-only so
             | data rate scales linearly with fps. They're just relatively
             | heavily lossily compressed raw images in a box, basically.
        
             | wtallis wrote:
             | > A high-end iphone can record 4K 60FPS video and an hour's
             | footage takes up 24 gigabytes.
             | 
             | According to https://support.apple.com/en-us/109041 4k60
             | recording in ProRes needs 220 MB/s storage, so an hour
             | would be ~792 GB. Sure, you _can_ choose to throw away most
             | of that data with more lossy compression, but the barely-
             | acceptable bitrates used by streaming services are not at
             | all the right point of comparison here.
        
         | perfmode wrote:
         | Seems like Synology NAS with 10Gbit Ethernet is the way to go,
         | based on the research I've done so far.
         | 
         | Does anyone have better ideas?
        
           | dijit wrote:
           | Thunderbolt external raid is better, for a solo video editor.
           | 
           | There are options from caldigit on the low end:
           | https://www.caldigit.com/t4/
           | 
           | or qnap on the mid end:
           | https://www.qnap.com/en/product/tvs-h874t
        
             | mycall wrote:
             | OCuLink or CameraLink also come to mind.
        
             | jkestner wrote:
             | I've been curious on the real-world throughput of a
             | directly attached Thunderbolt RAID vs a 10GB (single or
             | bonded) Synology NAS. It's annoying to have to go to my
             | desk to connect to the USB-C Drobo, and I have to jump ship
             | sooner or later.
        
               | kridsdale1 wrote:
               | I have gone down this path myself for doing 8k editing.
               | TB3 attached SSDs IO to my Mac at about 3GB/s. The ones
               | on my server connected over 10GB fiber Ethernet actually
               | only reach about 800MB/s and I suspect that that macOS
               | networking stack is just not at all optimized for 10G.
        
               | MobiusHorizons wrote:
               | 10GBit networking is really only 1.25GBytes per second,
               | so 800MBytes/s isn't saturating the link, but is 64% of
               | the way there. TB3 has a theoretical throughput of
               | 40GByte/s so 3GByte/s => 24GBit/s is 60%. Realistically
               | both are lower to the theretical link performance than I
               | would have guessed, so there may be some bottlenecks
               | involved beyond just computational overhead, but it makes
               | sense TB3 was going to win assuming the storage had the
               | bandwidth.
        
               | jkestner wrote:
               | Yeah, was going to say, I'd take 800MB/s. I get a mere
               | 180MB/s on this Drobo 5C (filled with 7200rpm HDDs) --
               | theoretical max is 625MB/s.
        
           | diggan wrote:
           | Well, the bottleneck is probably getting that off the camera
           | somehow, rather than how to get it elsewhere once off the
           | camera.
        
           | threeseed wrote:
           | Synology wouldn't work well here.
           | 
           | To prevent causing issues upstream you would want to write to
           | a fast NVME SSD first before backing up to a HDD array.
           | Unfortunately, it doesn't support this use case as the NAS is
           | designed for movie streaming, offices, security cameras etc.
        
           | sofixa wrote:
           | 10Gbit would be the bare minimum, 8TB at 10Gbit would take
           | 1h46mins. Assuming the disks aren't bottlenecked, which means
           | SSDs.
        
             | sroussey wrote:
             | Yeah, you would want a Thunderbolt 5 external RAID device.
        
               | kridsdale1 wrote:
               | That's some serious 2025 level disk tech. I want it.
        
         | michaelt wrote:
         | _> going to be an interesting work flow for anyone editing
         | this_
         | 
         | We've had techniques for editing videos on underpowered PCs
         | since the 1990s. Possibly earlier.
         | 
         | You use something called a "proxy workflow": For each 8K source
         | video, generate a 480p "proxy" with the same frame timing but a
         | much more manageable amount of data. You edit the entire film
         | using the 480p videos. Then once you're happy you "render" the
         | video - which swaps the high quality sources back in and
         | produces an output file. The final render might take all
         | weekend for an hour-long video - but you've only got to do it
         | once.
        
           | smitelli wrote:
           | They did that with film too. The editors sliced up a copy of
           | the developed film, called a "workprint," spliced it all back
           | together, and produced a list of numerical edit points as
           | they went along.
           | 
           | Then a person called the negative cutter would go through the
           | list, duplicate the editing decisions on a high-quality
           | negative without the generational loss, and that would go on
           | to become the final print.
           | 
           | That's why sometimes you'll see a deleted scene from a movie
           | whose picture quality looks quite poor. That was most likely
           | taken from the workprint, and never went through negative
           | cutting or any finishing.
        
             | ethagknight wrote:
             | Great input on the low quality deleted scene, never made
             | sense to me!
        
               | whycome wrote:
               | same. I always wondered if the proper hq film for some of
               | those scenes is stored away somewhere.
        
       | paxys wrote:
       | What filmmaker is going to put in all this effort and spend $30K
       | to shoot videos for a single platform that no one uses? At the
       | very least they need to ditch the proprietary format and support
       | Quest and other headsets.
        
         | echoangle wrote:
         | Don't filmmakers rent cameras for a few days/weeks?
        
           | mikae1 wrote:
           | Yes.
        
           | germinalphrase wrote:
           | Almost always.
        
           | smitelli wrote:
           | Yes, and in some cases you can casually chat up the people at
           | the rental house and find out what other (potentially high
           | profile) productions the equipment was used on.
        
         | mycall wrote:
         | Are you implying the Vison Pro ecosystem is dead and Apple will
         | abandon it? Sometimes the supporting hardware takes time to
         | manifest itself.
        
           | jl6 wrote:
           | At the current price point, the AVP is destined to achieve a
           | market position similar to LaserDisc.
        
             | jsheard wrote:
             | It's obviously going to get cheaper, but rumor is the
             | second generation will only get the price down to about
             | $2000 which is still well above the "lol nope" threshold
             | for most people. Third times the charm?
             | 
             | https://techcrunch.com/2024/10/13/apple-might-
             | release-a-2000...
        
               | jl6 wrote:
               | Hopefully, but I don't think it's obvious. We don't seem
               | to be currently in an era of plummeting hardware prices.
        
               | dmarcos wrote:
               | "VR will become something everyone wants before it
               | becomes something everyone can afford" Palmer Luckey
               | 
               | People that bought Vision Pro at $3,500 they are not
               | using it all that much. A lower price will just result in
               | more headsets gathering dust.
               | 
               | VR has no product-market fit except for a couple of game
               | niches. Far from the "next computing platform" that
               | justified investment of tens of billions of dollars a
               | year.
               | 
               | Headsets and platforms need fundamental rethinking before
               | optimizing for price.
        
               | parasubvert wrote:
               | This is false.
               | 
               | People that bought Vision Pro are often using it for
               | multiple hours a day. I am sure some collect dust, but
               | many are heavily used.
               | 
               | The Meta Quest is outselling the Xbox series. VR clearly
               | has product market fit, but it doesn't yet have iPhone or
               | iPad levels of market fit.
        
               | kridsdale1 wrote:
               | And maybe it just... won't. We shouldn't use that as the
               | stick.
               | 
               | Sometimes it's ok to make Lamborghini and it's not a
               | failure to say it has less owners than the Corolla.
        
               | dmarcos wrote:
               | Making a niche product is fine but that's not the "next
               | computing platform" that justifies $16B/year investment
               | by Meta alone.
        
               | dmarcos wrote:
               | You have data to back up your claim that "Vision Pro
               | owners are using it often multiple hours a day? That's a
               | shrinking tiny fraction of AVP buyers based on my
               | experience. I've been in the industry for a decade. I
               | have an AVP, know many other owners and devs with
               | published apps. I'm myself the dev of moonrider: most
               | popular WebXR application so see the industry numbers.
               | 
               | Also sales /= usage and retention. Engagement is what you
               | need to grow a platform.
               | 
               | Your numbers about XBox sales might be true for a brief
               | period of time between Quest2 and Quest3 releases. Still
               | what matters is engagement and retention.
               | 
               | As mentioned only product-market (albeit niche) fit for
               | VR has been some games subgenres. Can you point to any
               | other applications with significant numbers?
        
               | parasubvert wrote:
               | > You have data to back up your claim that "Vision Pro
               | owners are using it often multiple hours a day? That's a
               | shrinking tiny fraction of AVP buyers based on my
               | experience. I've been in the industry for a decade. I
               | have an AVP, know many other owners and devs with
               | published apps. I'm myself the dev of moonrider: most
               | popular WebXR application so see the industry numbers.
               | 
               | I have no more data than you do when you say a "shrinking
               | tiny fraction" of AVP buyers. I've been in the industry
               | for 30 years. We both have our anecdata.
        
               | dmarcos wrote:
               | Do you currently have any published content on any
               | platform? Burden of proof is on the one making a claim.
               | One of the signs of product-market fit is word of mouth
               | organic growth. I'm a dev with published content and know
               | a plethora of other devs. None seeing significant growth
               | or improved retention. If you're right the evidence is
               | really hidden. Any forum or community where I can talk to
               | the users that are using AVP a ton?
        
           | n144q wrote:
           | takes time -- how long are we talking about here?
           | 
           | Vision Pro has been released for near a year now. I don't
           | think it got the traction that's anywhere close to the hype
           | when it was first announced. Not even among VR enthusiasts,
           | let alone the mass consumer market.
           | 
           | There is an Apple Store near where I live. When I walk by it,
           | 9 out of 10 times there is nobody around the Vision Pro
           | booth, when many people are playing with iPhones and iPads.
        
             | jsheard wrote:
             | The Vision Pro also doesn't exist in a vacuum - Meta have
             | spent much longer trying to make this work, with hardware
             | that's literally an order of magnitude more affordable, and
             | are still struggling to find any mainstream adoption.
        
             | atrus wrote:
             | Honestly, I'd say that the vision pro is going to get less
             | traction with VR enthusiasts because it's not _that_ much
             | better in some respects, and much _worse_ in many others.
             | The vision pro is much more suited to people who haven 't
             | used any VR before.
        
               | wrboyce wrote:
               | Have you used an AVP? I am surprised at your claims.
               | 
               | My friend has one and I've got a Quest 2 and I was
               | absolutely blown away by the AVP, significantly better VR
               | experience in my opinion.
        
               | numpad0 wrote:
               | Then why haven't you switched - I mean, how would you
               | replace your existing VR use cases with Vision Pro as an
               | upgrade, not mere same ballpark alternative with
               | workarounds, set aside its upfront price?
        
               | wrboyce wrote:
               | Bit of a weird "gotcha" this to be honest, but I don't
               | use my Quest all that often and the AVP is too expensive
               | for my taste.
        
               | parasubvert wrote:
               | Cost aside, the main reason to keep using a Quest 3 or
               | PSVR2 are controller support and PCVR support. And
               | exclusive games.
               | 
               | Vision Pro supporting PSVR2 controllers will help a lot.
               | 
               | The final piece is getting something like ALVR or Virtual
               | Desktop to support PCVR without requiring fiddling.
        
               | theshackleford wrote:
               | The AVP can't meet most of what I use VR for, and is
               | incredibly expensive in my country to boot, so by default
               | the Q3 wins.
               | 
               | The Q2 has horrible lenses that induce a terrible
               | experience. I had mine for all of a week before I sold it
               | and decided to wait another gen. The Q3 with better
               | lenses is a significantly better product than Q2.
        
               | wrboyce wrote:
               | Yeah, the same friend has a Q3 too which I tried after
               | the AVP and it was noticeably better than my Q2 (and
               | pound for pound, held its own well against the AVP).
               | 
               | I've not had any issues with my Q2 though, I can play for
               | quite extended amounts of time and it tends to be my arms
               | and legs that stop me playing!
        
               | parasubvert wrote:
               | This isn't true.
               | 
               | It's more that the Vision Pro deliberately prioritized
               | certain things that Meta or Vive or Valve or Sony have
               | not: geometrically stable pass through, wide library of
               | popular 3D movies via AppleTV and Disney+, high
               | resolution immersive environments, seamless
               | keyboard/mouse/trackpad migration between PC and native
               | apps, strong iOS/iPadOS ecosystem integration, high fps /
               | low latency wireless ultra-wide virtual displays for the
               | Mac, etc.
               | 
               | In some ways it focuses on what the Oculus Go was trying
               | to do but was underpowered to really do it. It's meant to
               | replace other iOS devices for general productivity and
               | entertainment, and to complement a Mac.
               | 
               | It's not focused on VR gaming though it can do that.
               | 
               | I have a Oculus Rift dev kit, Ovulus Go, Quest , Quest 2,
               | Valve Index, PSVR2. The AVP is _much_ better of an
               | experience on almost every level but three: too much
               | motion blur when moving your head (this isn 't bad when
               | watching high fps video), lack of controller support, not
               | so great hand tracking (which the Quest had to do well
               | due to lack of eye tracking). The controller support
               | should be fixed with the Sony PSVR2 partnership. Motion
               | blur and hand tracking I suspect will be software fixed
               | as they evolve to prioritize active fitness with the AVP.
        
             | rowanG077 wrote:
             | The vision pro has not been released. All you can buy is a
             | dev kit.
        
             | GeekyBear wrote:
             | > Vision Pro has been released for near a year now. I don't
             | think it got the traction that's anywhere close to the hype
             | when it was first announced.
             | 
             | In the first year, they were constrained by the number of
             | displays Sony could produce.
             | 
             | > Sony, the supplier of Vision Pro's ultra high resolution
             | OLED microdisplays, can't manufacture more than 900,000
             | displays per year. Apple needs two displays per headset, so
             | this bottleneck would impose severe limitations on how many
             | Vision Pros can be produced.
             | 
             | https://www.uploadvr.com/apple-vision-pro-production-
             | severel...
             | 
             | As far as I've seen, their sales were in line with the
             | number of units they could be expected to build, at least
             | until Sony is able to ramp up production.
             | 
             | > 2024 Apple Vision Pro Shipments Estimated Between 500-600
             | Thousand Units, Micro OLED Key to Cost and Volume
             | 
             | https://www.trendforce.com/presscenter/news/20240118-12003.
             | h...
        
           | rchaud wrote:
           | Most of the world is facing affordability problems. A $3500
           | helmet is not top of mind for anyone. Apple isn't going throw
           | money at this for much longer I feel. Immersive videos are
           | not a selling point when considering the tradeoffs of using a
           | headset.
        
             | sneak wrote:
             | I feel like people forget that hardware takes 3-4 years to
             | bring to market.
             | 
             | This is so that people can begin making content for the
             | Apple AR headset that comes out 3 years from now, not the
             | $3500 devkit.
        
               | philmcc wrote:
               | Thank you for having one of the few reasonable takes on
               | the Vision Pro.
               | 
               | People also forget how bleak the iPad app market was for
               | the first year or so. They also forget that VR has
               | existed for the quest for the better part of 12 years and
               | there are .... 4? 5? very good apps.
               | 
               | Even now there's nothing -incredibly- compelling for the
               | Quest. I'm not a hater, I've owned 5 of them starting at
               | DK1.
        
               | rchaud wrote:
               | The iPad cost 14% of what AVP does, so comparisons to it
               | are largely meaningless. iPads took off because a huge
               | population of grandparents and kids had a use case for
               | it....Netflix, Youtube and Newspapers on a device that's
               | less complicated and cheaper than a full computer.
               | 
               | No such equivalent exists for AVP, it's a new type of
               | device for pretty much everybody.
        
               | rchaud wrote:
               | If it was a dev kit, they could have simply kept it under
               | wraps and provided beta access to gauge developer
               | interest, instead of the usual overwrought keynote.
               | 
               | Who builds half a million units of a dev kit?
               | 
               | Some stuff you can just tell is going to flop. This is
               | one of them. Apple still doesn't get that people dont
               | want to put on highly conspicuous headsets to watch a
               | movie or play a game, they're fine using a phone or
               | tablet for that. Zuckerberg still pretends like he didnt
               | spend 2 years and untold billions trying to will Horizon
               | Worlds into relevance. Similarly, nobody talks about
               | immersive video on AVP as some kind of gamechanger, not
               | even the usual Apple consumer strategy whisperers like
               | Daring Fireball.
        
               | sneak wrote:
               | No, there's no way to keep a devkit like that under
               | wraps.
               | 
               | This is a 5-10 year strategy, not a 1-2 year one.
        
               | rchaud wrote:
               | We're several years into that process already then. Apple
               | researched this space for years and their first released
               | product was a giant flop with no developer interest.
               | Apple famously doesn't release anything until they "get
               | it right". So the sound of crickets after an Apple event
               | is already a warning sign.
               | 
               | The closer you get to that 5-10 years, the more these
               | types of capital intensive projects start looking non-
               | viable (think Apple EV) compared to cash cows like the
               | App Store and iCloud.
        
               | parasubvert wrote:
               | How is the AVP a giant flop? They're largely supply
               | constrained by Sony. The plan was to sell a few hundred
               | thousand units. Which they have.
        
               | parasubvert wrote:
               | Almost everyone that has experienced AVP immersive video
               | has absolutely described it as a game changer.
        
               | rchaud wrote:
               | And yet it sits unsold on store shelves. A "gamechanger"
               | in Apple-ese means tens of millions of units shifted.
               | Apple is in the business of selling Big Macs, not wagyu
               | steaks.
               | 
               | Apple is not Sony, who were happy to keep investing in
               | their ecosystem even if people didn't buy it (Betamax,
               | MiniDisc, GPS addon for the PSP).
        
               | parasubvert wrote:
               | "And yet it sits unsold on store shelves. "
               | 
               | Citation needed. The AVP is priced for supply
               | constraints.
               | 
               | 'A "gamechanger" in Apple-ese means tens of millions of
               | units shifted'
               | 
               | Not at all. That may be an external party's definition of
               | success. It is not Apple's.
               | 
               | "Apple is in the business of selling Big Macs, not wagyu
               | steaks."
               | 
               | I can't even begin to describe how wrong this statement
               | is, even based on a cursory glance of their current
               | product line.
        
             | sroussey wrote:
             | The original Mac was $17000 in today's dollars and people
             | said the same thing.
        
               | knifie_spoonie wrote:
               | Did you accidentally type an extra 1 there? The original
               | Macintosh launched at $2.5K which is a bit over $7K in
               | today's dollars.
        
               | rchaud wrote:
               | The original Mac had the benefit of being a computer, a
               | pre-existing product category that people were familiar
               | with, and already purchasing in growing numbers.
        
           | MetaWhirledPeas wrote:
           | You also have the Meta Quest 3 trucking along. That one is
           | desperate for higher-quality 3D videos.
        
         | KeplerBoy wrote:
         | Filmmakers funded by apple.
         | 
         | https://en.wikipedia.org/wiki/Apple_Studios
        
         | dialup_sounds wrote:
         | Filmmakers have already been using it to produce the existing
         | immersive video content, so that's kind of a silly question.
         | But it works for VR180, too, if that's your cup o tea.
         | 
         | Moreover, it's not really a proprietary format and you can
         | already play them officially on Quest.
        
           | hu3 wrote:
           | So title is misleading. It shoots videos for other platforms
           | as well.
        
             | diggan wrote:
             | I dunno, Blackmagic clearly collaborates with Apple, and
             | probably would have made this camera regardless of Apple
             | Vision Pro or not, but once the two marketing departments
             | came together, they decide to launch it with Apple Vision
             | Pro filming in mind.
             | 
             | That's not to say it cannot be used for other things.
             | Blackmagic frequently market all their cameras for
             | prosumer/professional film-making, but you can use the
             | cameras for so much more than just recording films,
             | although the marketing is geared towards film-markers.
             | Doesn't make it misleading.
        
             | dialup_sounds wrote:
             | They're just echoing Black Magic's own pitch that it's
             | "designed for" Apple's platform and format, and that's
             | evidently true given the specs and features. I don't think
             | of that as misleading.
        
               | MobiusHorizons wrote:
               | My take is "designed for Immersive Video" in the sense
               | that Apple's format has very high specifications, and
               | most other HMDs do not demand 8k per eye or 90fps. This
               | camera meets the minimum specification for the Immersive
               | Video format, but that doesn't mean you wouldn't also be
               | able to render the output to other formats.
        
           | dagmx wrote:
           | You are mistaken in your last point. The Quest doesn't play
           | the Apple Immersive video formats, only their MV-HEVC stereo
           | format.
           | 
           | Nobody has been able to extract Apples immersive videos yet
           | and I'm not convinced the Quest has the decoding power for
           | it.
           | 
           | It's a lot of pixels to decode (16k at 90fps) , while also
           | doing reprojection of the frames
           | (https://hackaday.com/2024/04/18/unraveling-the-secrets-of-
           | ap...) and I don't believe their Qualcomm chip used has
           | enough juice leftover to do that.
        
             | dialup_sounds wrote:
             | You're right. I was thinking of spatial video on the Quest.
             | Immersive video is different, but I guess my point is that
             | it's not mystery meat either. The barrier is as you said
             | the performance required to push the pixels, not the format
             | per se.
        
         | lm28469 wrote:
         | $30k is not particularly expensive for a cinema camera
        
           | dylan604 wrote:
           | It is rather expensive for BMD though. It's not like this is
           | the full set of panels for Resolve with that price tag.
        
             | diggan wrote:
             | Is it though? Two URSA Cine would run about the same cost,
             | and this camera effectively are two URSA Cines put into
             | one.
        
               | dylan604 wrote:
               | Yes. Because it's twice the cost of the URSA Cine.
               | 
               | The equivalent to the Cine from other makers starts at
               | the $30k and goes up depending on what options you want.
               | Except, at those prices, you're only getting 4K. Red,
               | Arri, Sony, etc won't even get out of bed for anything
               | less than $30k.
               | 
               | That's just BMD's DNA to give the customer so much bang
               | for their buck. Every thing they offer is so much lower
               | MSRPs than competitors. I remember when they first
               | released Resolve for Mac, for free after BMD acquired
               | DaVinci. Of course it couldn't do much without a $20k
               | MacPro build, but the software was free. This was running
               | right next to the $50k Resolve Linux build, so naturally
               | it was jaw dropping.
        
               | ryandamm wrote:
               | Red has two cameras that cost less than $10k.
        
             | dagmx wrote:
             | This is the same cost as the standard Ursa Cine 17k however
             | that it is derived from
             | https://www.blackmagicdesign.com/media/release/20240912-03
        
           | KeplerBoy wrote:
           | Yeah, the $30k is a drop in the bucket of the many millions
           | you need for a modern production. The real cost will be the
           | editing to make sure it's actually a good experience.
        
           | Andrex wrote:
           | And the tech would be enough to make a 2012-era James Cameron
           | drool.
           | 
           | Sometimes tech is amazing.
        
         | backspace_ wrote:
         | MKBHD will probably race over to buy or cover that piece of
         | equipment. Hopefully no tickets for speeding will occur.
        
         | almostgotcaught wrote:
         | > What filmmaker is going to put in all this effort and spend
         | $30K to shoot videos
         | 
         | Pornographers
        
         | fidotron wrote:
         | Felix and Paul studios built their own "cameras" for
         | stereoscopic 3D back before even the Oculus dev kits were
         | widely available. There is an ecosystem of similar studios that
         | did this, and that is where the better stuff on the Meta Quests
         | comes from.
         | 
         | If you pay attention in their work you can see how they try to
         | hide the hard drive array that was required, and sometimes also
         | the accountant holding on to it so that it doesn't get swept
         | away.
        
           | dylan604 wrote:
           | I was at a studio in that ecosystem you describe. In the
           | early days of live action VR, we were building our own rigs.
           | We experimented with different camera bodies, lenses, and
           | configurations. Camera configurations changed when the
           | software could create 3D by using data from all of the
           | cameras. It was a lot of fun just from raw R&D and having
           | someone paying to rent all of the various camera gear to
           | essentially play and create things. At least until the fad
           | was recognized for what it was, and the funding dried up
        
         | makestuff wrote:
         | Yeah there needs to be a common format for all of the headsets
         | to adopt or at least apple needs to provide an easy way to
         | convert into their format (maybe they already do in final cut
         | pro).
         | 
         | IMO vision pro is like the first iPhone/iPad and in a few years
         | if they keep refining it there will be a larger adoption.
         | 
         | I think the main thing is that it should support full mac os
         | apps without tethering to an external macbook/mac mini. They
         | need to move the compute out of the headset itself and into the
         | battery module. Apple probably would never do this, but imagine
         | if you bought a mac mini sized compute module that could go on
         | an external display or connect to a vision pro device. If the
         | compute was separate the headset would be significantly lighter
         | and more comfortable.
        
         | dawnerd wrote:
         | I'm guessing the same ones that use extremely expensive 3d rigs
         | that are only used for theatrical 3d runs of movies? 30k isn't
         | all that much
        
           | jsheard wrote:
           | It's ever-increasingly common for 3D movies to not actually
           | be filmed or rendered in 3D because it's so much cheaper to
           | fake it in post.
           | 
           | https://en.wikipedia.org/wiki/List_of_3D_films_(2005%E2%80%9.
           | ..
           | 
           | Of the 13 3D movies released this year only four are native
           | 3D, and those are all fully CGI animation, so none of them
           | used 3D cameras. Avatar 2 (2022) was the last movie to use 3D
           | cameras for live action shots and Avatar 3 is the only
           | upcoming movie known to be using them. It's beyond niche at
           | this point unless your name is James Cameron.
        
             | rpmisms wrote:
             | Well of course, movies are composited so heavily these days
             | that you can simply toss another step in the pipeline and
             | have a 3d conversion. It's amazingly easy now.
        
       | brabel wrote:
       | In the late 90's I think, there was a movie where a neural device
       | was created that allowed anyone to "record" their brain activity
       | so that it could be replayed later by anyone with a device for
       | that. But it became like a drug as people got addicted to it and
       | couldn't stop living the virtual experiences of others (this was
       | a long time ago so I hope I remember the story correctly)! Some
       | people wanted to experience murdering someone, or having sex with
       | a famous person... cool stuff :D Anyone knows which movie was
       | that?
       | 
       | Anyway, this feels like the beginning of that.
        
         | BrentOzar wrote:
         | > Anyone knows which movie was that?
         | 
         | Strange Days: https://en.wikipedia.org/wiki/Strange_Days_(film)
        
           | sho_hn wrote:
           | Which, amusingly, required development of a customized camera
           | to film:
           | 
           | > The film's SQUID scenes, which offer a point-of-view shot,
           | required multi-faceted cameras and considerable technical
           | preparation.[5] A full year was spent building a specialized
           | camera that could reproduce the effect of looking through
           | someone else's eyes.[5] Bigelow revealed that it was
           | essentially "a stripped-down Arri that weighed much less than
           | the smallest EYMO and yet it would take all the prime lenses.
           | 
           | It's an unfairly forgotten film. Much like _Blade Runner_ ,
           | it suffers from a clunky plot but has quite smart world
           | building.
        
             | parasubvert wrote:
             | Film geeks still talk about Strange Days. It has a cult
             | following.
        
           | brabel wrote:
           | Thanks so much, I had tried in vain to find this movie
           | before, but it's truly forgotten! I loved it at the time, it
           | made a serious impression on 17yo me, will see if I can get
           | to watch it again after so many years.
        
             | wrboyce wrote:
             | Out of curiosity I pasted your comment into ChatGPT and
             | asked it which movie you were referring to and it got it
             | correct.
             | 
             | I find GPT quite useful for those "tip of your tongue" type
             | queries, and have used it to name movies and actors quite a
             | few times.
        
               | brabel wrote:
               | Ha, I don't know why it didn't occur to me to ask AI :D.
               | Will remember that next time.
        
             | nickzelei wrote:
             | Wow what a loop close. I've also been wondering randomly
             | about this movie with no idea what it was called. I
             | remember this film and it left an impression on me. I'll
             | even bring it up to people from time to time. Didn't occur
             | to me for some reason to have a GPT try and guess it.
             | 
             | What's funny is that there are others out there that are
             | thinking the same thing regarding that film. Cheers!
        
         | gedy wrote:
         | Brainstorm (1983)?
         | 
         | https://m.imdb.com/title/tt0085271/
        
           | flippyhead wrote:
           | No, you are all wrong. I had this idea first!! When I was 8.
        
           | EvanAnderson wrote:
           | That's a movie I haven't thought about in awhile. Decent
           | flick.
           | 
           | I saved a newspaper clipping from a local theater showing
           | "BRIANSTORM". My father's name is Brian. 7 y/o me thought the
           | misspelling in the ad was hilarious.
        
         | baoluofu wrote:
         | Could be Brainstorm (1983) perhaps?
         | 
         | Also, see the last episode of season one of Black Mirror.
         | 
         | And "brain dances" in Cyberpunk 2077.
        
         | rvnx wrote:
         | We will probably go through:
         | 
         | Thoughts -> (electric signal) -> LLM decoding and calling a
         | generative model -> (electric signal) -> Brain
        
         | akie wrote:
         | I think that it's a Black Mirror episode:
         | https://en.m.wikipedia.org/wiki/The_Entire_History_of_You
        
         | mapt wrote:
         | You mean every other plot involving brain computer interfaces
         | since the 1950's?
         | 
         | https://en.wikipedia.org/wiki/Wirehead_(science_fiction)
        
           | brabel wrote:
           | As others are pointing out, it was Strange Days... even
           | though it may seem like a common plot, that movie is pretty
           | unique IMHO in how far it takes the concept.
        
         | b0bb0 wrote:
         | Strange Days.
        
         | ntxy wrote:
         | In Neuromancer(1984) it's called Simstim. I think Strange Days
         | got it from there.
         | 
         | Fragments of a Hologram Rose (1977) also by Gibson already had
         | this.
         | 
         | Does anybody know even earlier instances?
        
           | wordpad25 wrote:
           | cyberpunk on Netflix did it most recently
        
             | kridsdale1 wrote:
             | Yes it's called "brain dance" in the Cyberpunk 2077 lore
             | which that show is based on.
        
         | foobarian wrote:
         | Strange Days. Tom Sizemoore's best. "The issue's not whether
         | you're paranoid, Lenny, I mean look at this shit, the issue is
         | whether you're paranoid enough."
        
         | jtmetcalfe wrote:
         | It's either STRANGE DAYS or EXISTENZ - maybe BRAINSTORM but
         | that was early 80s
        
         | PaulHoule wrote:
         | https://www.rottentomatoes.com/m/1003017-brainstorm
         | 
         | is underrated, the visual depiction of the lab is like
         | Crichton's Looker. In my mind Research Triangle Park is as cool
         | as it is this movie, in real life it falls short only a little.
        
         | ChrisMarshallNY wrote:
         | Going a bit farther back, we had _Brainstorm_ (Natalie Wood 's
         | last movie):
         | https://en.wikipedia.org/wiki/Brainstorm_(1983_film)
         | 
         | There was a scene, where one of the researchers looped a porn
         | scene, and they busted down his door, to find him in bed,
         | twitching.
        
         | snowwrestler wrote:
         | I don't think this is the movie you're referring to, but _Until
         | the End of the World_ has a similar device to record images
         | from the brain. At first it is used to help a blind woman see.
         | But later people start using it to record their dreams and then
         | watch them--which becomes addictive.
        
       | LaSombra wrote:
       | Website announcement,
       | https://www.blackmagicdesign.com/products/blackmagicursacine...,
       | doesn't even mention the Vision Pro and refers to Apple once.
        
         | leshenka wrote:
         | But they refer to it in a tweet that is linked from the article
         | 
         | https://x.com/Blackmagic_News/status/1868723512455970999
        
         | hutattedonmyarm wrote:
         | On the _preorder_ page they 're talking about the "URSA Cine
         | Immersive":
         | 
         | https://www.blackmagicdesign.com/products/blackmagicursacine...
         | 
         | which seems to be more in line what the article talks about
        
         | capnrefsmmat wrote:
         | That's the page for their normal, non-3D, non-VR cinema camera.
        
         | wahnfrieden wrote:
         | That's the wrong page, wrong product
        
         | dagmx wrote:
         | You're looking at the wrong product. That's the Ursa Cine 17k
         | not the Ursa Cine Immersive.
         | 
         | This is the page you want
         | https://www.blackmagicdesign.com/media/release/20241217-01
        
           | consumer451 wrote:
           | Thanks for that link.
           | 
           | What I find interesting is that there appears to be no way to
           | view the live video on a set of goggles for the camera
           | operator, or the director. At least, it's not mentioned in
           | the link above.
           | 
           | Also, it seems like Apple must have contributed to
           | Blackmagic's investment in this product, right? There are
           | ~300k Vision Pros, so maybe Blackmagic will sell a couple
           | hundred of these units? Without Apple's involvement, how
           | could they have justified the investment in hardware and the
           | new version of Resolve?
        
             | dagmx wrote:
             | Regarding the nicheness of it all:
             | 
             | My background was in film where I also worked on stereo for
             | certain big projects. I know some anti-Apple folk will
             | criticize my comments below so I want to be clear I'm
             | talking about 3D video specifically.
             | 
             | I think it's a bet on the future. Even though Apple aren't
             | high volume, they've dramatically shifted the professional
             | stereo video landscape more than anything else in the last
             | decade.
             | 
             | This is everything from bringing full resolution stereo
             | videos for home viewing , to making a seemingly
             | standardized format for 180 videos. Even if the latter is
             | just restricted to their platform.
             | 
             | If I was BMD, I'd be seeing how everyone else is now
             | following Apple in this specific area. Even though Meta
             | were first, they're undeniably also following Apple in some
             | key areas. Same with Android XR. You can just look at their
             | software releases/announcements over the last year as
             | evidence.
             | 
             | If DaVinci can output to a range of formats, then it
             | reduces the issue of it being apple specific. It's a bet
             | that they'll be effectively the only professional game in
             | town when all the brands (Apple, meta, Google) want to
             | start driving content.
             | 
             | Beyond that, I don't think the outlay for hardware is that
             | high. It's largely based off the Cine 17k, so most of the
             | investment is amortized there.
             | 
             | Also even beyond the VR space, there's the market for
             | immersive experiences like projection events, the Vegas
             | sphere, theme parks etc...
        
               | neom wrote:
               | You also benefit from people who are bleeding edge either
               | staying in, or entering, the backmagic ecosystem. I read
               | through the comments and most people are focused on the
               | cameras. I know the blackmagic folks from back in the
               | day, been to their lab etc, if you know them they're all
               | about "the blackmagic look" and their thought (at least
               | in the start) is they just need people to fall in love
               | with the profile of their imaging, and they will be stuck
               | in the ecosystem. Anyone I know who shoots BM is obsessed
               | with their IQ.
        
               | dagmx wrote:
               | Yeah the black magic folks have such a great perspective
               | on workflow and ecosystem.
               | 
               | Their color science too is very nice and I think they're
               | making good moves with the 17k.
        
               | makeitdouble wrote:
               | > I think it's a bet on the future. Even though Apple
               | aren't high volume, they've dramatically shifted the
               | professional stereo video landscape more than anything
               | else in the last decade.
               | 
               | > This is everything from bringing full resolution stereo
               | videos for home viewing , to making a seemingly
               | standardized format for 180 videos. Even if the latter is
               | just restricted to their platform.
               | 
               | I'd assume Porn already achieved all of the above. The
               | format seem to have mostly settled, and the volume
               | produced are relevant.
               | 
               | Apple might succeed in the "not first but best" approach,
               | but do they have that much of an impact on the landscape
               | right now ? In particular while this camera is marketed
               | toward AVP movies, Apple being an early partner and
               | probably footing the bill for most of it, is a weaker
               | signal than BlackMagic doing it on its own as a forward
               | investment.
        
       | ada1981 wrote:
       | The coolest part about AVP is being able to look around in an
       | immersive environment; this seems like it's only going to give
       | you 3D but not immersive correct?
       | 
       | You'll turn your head and the image will just stay fixed in 3D in
       | front of you?
        
         | marxisttemp wrote:
         | No, this is for 180VR immersive video. There are already plenty
         | of stereoscopic, non-immersive cameras.
        
       | dylan604 wrote:
       | "There is an included 8TB Blackmagic Media Module that is able to
       | store approximately two hours of 8K stereoscopic video recorded
       | in Blackmagic RAW, and Cloud Store is supported for fast media
       | uploads and synchronization."
       | 
       | Um, okay, what is supported and what is achievable are two
       | entirely different things. Even with the fattest of pipes,
       | uploading media content to the cloud is only considered fast if
       | you're a turtle or a snail. Even with 12Gbps connection it takes
       | 10-12 minutes to transfer 250GB files.
        
         | VanTheBrand wrote:
         | Cloudstore is actually a on-set NAS product. So it grabs the
         | footage as you are shooting it locally for on-set network
         | playback and syncs to a remote cloud in the background.
         | 
         | https://www.blackmagicdesign.com/products/blackmagiccloudsto...
        
           | dylan604 wrote:
           | what a horribly misnamed product then
        
             | samatman wrote:
             | Great name actually. Stores it on the way to the cloud,
             | then stores it in the cloud.
        
       | alberth wrote:
       | What does this get you, that the ~$2k Canon Dual Fisheye 3D VR
       | Lens not get you?
       | 
       | https://www.usa.canon.com/shop/p/rf5-2mm-f2-8-l-dual-fisheye...
        
         | dagmx wrote:
         | A lot!
         | 
         | Firstly, it's an actual cine camera so has a lot of cine
         | features for reviewing, output, formats that are recorded etc.
         | 
         | Next is the lenses, this has a wider inter pupillary distance
         | so will feel more dimensional and natural. It also has wider
         | coverage.
         | 
         | Then there's the sensors and readout: this can capture 8K per
         | eye, for 90fps. This is required for the Apple immersive format
         | because it partially surrounds you and so you need 8k per eye
         | to make sure you have good resolution coverage for the portion
         | of the video shown on the 4k per eye display.
         | 
         | There's no other commercial product that compares to this.
        
           | alberth wrote:
           | Can you not get this capability with a RED camera + Canon
           | Fisheye lense?
           | 
           |  _I'm no photographer_ , but it seems like it'd be tough for
           | someone to justify spending $30K on a single purpose camera -
           | when you could just use an existing high end camera like RED
           | + new lens.
        
             | rowanG077 wrote:
             | Is this a serious question? a RED camera does not have
             | stereovision and has no other way to retain depth
             | information.
        
               | amarshall wrote:
               | Both the V-Raptor & Komodo have an RF mount and thus can
               | accept the Canon Dual Fisheye lens. The resolution is a
               | lot lower, and neither sensor is well-matched to the
               | lens's image circle.
               | 
               | The whole point of the Canon Dual Fisheye lens is to
               | record stereoscopic video on a "standard" single sensor
               | camera.
        
               | zamadatix wrote:
               | "Is this a serious question" is hard to take as anything
               | but an insult. Any actual trolling or the like will
               | naturally sink on HN without the risk of attacking
               | genuinely curious questions.
               | 
               | With the example Canon lens approach alberth had linked
               | the device does not need to natively support stereo. The
               | downsides, and why one might still spend 30k on an
               | alternative, is said lens approach effectively halves the
               | sensor area and the optics system won't be quite as well
               | designed as a natively optimized one. Also the device is
               | aimed to match the AVP precisely e.g. 90 FPS at full ~59
               | MP resolution.
               | 
               | I doubt they expect to sell many units but the units they
               | do sell are for top professionals looking for the
               | absolute best stereo quality they could get for the AVP,
               | not for prosumers or average productions which would be
               | fine with the slight quality and workflow bump to save
               | 20k.
        
               | ceejayoz wrote:
               | > "Is this a serious question" is hard to take as
               | anything but an insult.
               | 
               | So is "I, as a non-photographer, openly question the
               | utility of this pro-photographer tool to pro-
               | photographers", though.
        
               | zamadatix wrote:
               | Hmm, I have no trouble finding "Can you not... I'm no
               | photographer but it seems like it'd be tough" type
               | questions as genuine curiosity about an expert field
               | instead. It's certainly possible to interpret it as an
               | insult if one likes, that's often an easy task, but it
               | definitely feels like it's not the only way to interpret
               | the question.
        
               | spiderice wrote:
               | Hard disagree. A person who is ignorant in a certain
               | subject is allowed to ask questions about that subject in
               | order to learn.
               | 
               | > Can you not get this capability with...
               | 
               | Can be interpreted as "this is pointless.. you can do
               | this other thing for way cheaper" OR "help me understand
               | why this exists because I don't understand it". GP is
               | _clearly_ in the latter camp and saying "as a non-
               | photographer" to make that clear.
               | 
               | Since we're already quoting HN guidelines
               | 
               | > Please respond to the strongest plausible
               | interpretation of what someone says, not a weaker one
               | that's easier to criticize. Assume good faith
        
               | rowanG077 wrote:
               | Even after they were told it has a ton of value add. It
               | indeed irked me the wrong way and that's why I took that
               | tone.
        
               | PaulHoule wrote:
               | Lenny Lipton, who developed the RealD system used in
               | theaters today worked on the end-to-end problem of stereo
               | movies in the 1970 used a pair of 8mm cameras hinged
               | together, there were similar rigs used in the 1950s.
               | 
               | Today I adjust stereograms so that most objects are close
               | to the paper or screen by sliding them horizontally, but
               | I think Lipton is right that it is better to make the
               | cameras converge though all my stereo cameras are
               | parallel.
        
             | dagmx wrote:
             | I feel like I already covered the answer to your question
             | in the comment you're replying to.
             | 
             | The canon fisheye lens does not have the same IPD as this
             | lens.
             | 
             | Beyond that, you'd still be limited by the sensor. The
             | highest RED sensor is 8k? This is 8k per eye. Thats double
             | (actually slightly higher than double).
             | 
             | So, you could make something inferior, yes, but not the
             | same capabilities.
        
               | zamadatix wrote:
               | Moreso than the "this exact Canon lens on this exact
               | sensor" I think the question is more "why not this Canon
               | lens approach on normal high-end camera so you don't have
               | to buy a 30k camera which does one specific thing". You
               | do answer that but maybe not in a way that's directly
               | obvious to general extension for those not versed in
               | professional photography or videography.
               | 
               | Blackmagic does have e.g. a 12k non-stereo Ursa Cine but,
               | like you hint at, whatever they can have in the non-
               | stereo can always be better in stereo because a 2x sensor
               | setup has 4x the sensor area as a 1/2 sensor setup.
               | Sensor area (for equivalent class sensors) determines the
               | quality of the recording. When quality is what's
               | important to a professional setting then it doesn't
               | matter (in this market segment) there is a solution which
               | is 20k cheaper if it's always going to be inferior by
               | design. They don't expect to sell many of these to
               | professionals even so it's fine it doesn't make cost
               | sense to the average person.
               | 
               | The rest of everything (recording workflows and settings,
               | IPD, framerates, editing software) can all be identical
               | with either approach but the sensor area is sensor area
               | and there is nothing which can be done to fix that.
        
               | dagmx wrote:
               | I'm not sure the Ursa Immersive is actually two sensors,
               | though it might be. It's based on the Ursa Cine 17k
               | (which is shockingly close to the exact resolution
               | needed) so it might be a single sensor as well.
               | 
               | Which would help with synchronized sensor readout.
        
               | zamadatix wrote:
               | It claims dual sensors in the product page https://www.bl
               | ackmagicdesign.com/media/release/20241217-01#:...
               | 
               | Of course it's still possible that's really just one
               | sensor with a logical split, which would be some
               | disappointing marketing.
        
               | dagmx wrote:
               | Ah good catch. I suppose they can effectively halve the
               | 17k in that case.
               | 
               | But very impressive that they have such tight
               | synchronization between sensor readouts to feel
               | comfortable splitting it.
        
               | labcomputer wrote:
               | > Blackmagic does have e.g. a 12k non-stereo Ursa Cine
               | 
               | But that's still not 16k of pixels. You don't even need
               | two 8k sensors to make this work. Just aim the stereo
               | lenses at different parts of a 16k sensor. The Canon
               | solution is simply lacking IPD and pixels.
               | 
               | > Sensor area (for equivalent class sensors) determines
               | the quality of the recording.
               | 
               | This is false. Going to get up on my soapbox again here:
               | 
               | Larger sensors actually have _more_ noise (noise is
               | proportional the square root of the area).
               | 
               | It's easy to understand the confusion, though: Putting a
               | larger sensor behind the same lens is the opposite of
               | cropping... you get a larger field of view and less image
               | detail. Thus, keeping field of view the same, a larger
               | sensor forces you to use a lens with a longer focal
               | length.
               | 
               | Now, if you re-grind the original lens to have a longer
               | focal length, you encounter another problem: The same
               | physical aperture divided by the new longer focal length
               | means that you have a _smaller focal ratio_ (the number
               | in F /<number> gets bigger). You have a dimmer lens!
               | 
               | So, to keep the _same focal ratio_ ("F-stop"), you need a
               | lens with a larger physical aperture... That larger
               | physical aperture is _collecting more light_ onto your
               | sensor!
               | 
               | That's _why_ everyone seems to think larger sensors are
               | better. It's the lens you are _forced_ to use, not the
               | sensor itself.
               | 
               | Since light collected is directly proportional to the
               | area of the lens (and lens area will be proportional to
               | sensor area, see above) and sensor noise is only
               | proportional to sqrt(area), the signal to noise ratio
               | goes as area/sqrt(area) = sqrt(area).
               | 
               | But that's not the same thing as saying a larger sensor
               | is better... you could have just used a lens with a
               | larger physical aperture in the first place. You don't
               | _need_ a larger sensor to do that.
        
               | formerly_proven wrote:
               | > But that's not the same thing as saying a larger sensor
               | is better... you could have just used a lens with a
               | larger physical aperture in the first place. You don't
               | need a larger sensor to do that.
               | 
               | Most optical aberrations increase with high powers of the
               | f-number so it's highly undesirable to make ultra-fast
               | lenses, so it quite quickly becomes cheaper to use a
               | larger sensor with a slower f-number. Try matching a
               | jellybean 85/2 lens on a full-frame sensor on e.g. MFT.
               | It's going to be rather expensive. Then try matching a
               | 85/1.4 or 85/1.2 (nowadays not uncommon) lens and you
               | find yourself at "that's not physically possible".
               | 
               | Coincidentally, full-frame sensors can be made from just
               | two stitched exposures on a regular chip stepper, so
               | they're sort of the largest sensor size before cost
               | explodes. Meanwhile S35/APS-C offers some real cost
               | savings (single exposure).
        
               | fxtentacle wrote:
               | As someone who has designed a customised camera with a
               | CMOS sensor, I feel the urge to disagree: in my
               | experience, the biggest issue for quality was that the
               | sensor readout generates heat and that heat triggers
               | random charges in the sensor. Using a sensor with larger
               | pixels means the readout energy is spread over a larger
               | area, thereby having a lower intensity. So in a way, a
               | larger sensor works like a larger heatsink. This effect
               | is also why astronomy photographers cool their equipment.
               | 
               | You're of course correct that the better lens helps. But
               | a bigger sensor can also be better by itself.
        
               | PaulHoule wrote:
               | It's an interesting question to compare video quality in
               | mono vs stereo.
               | 
               | In stereo you really do have more visual information.
               | It's not unusual for 10% of the pixels in a stereogram
               | (say a close up of a person) to be unique to one channel.
               | On top of that you have left and right eye pixels that
               | are shared which must be equivalent to more than one mono
               | pixel even if they aren't equivalent to two.
               | 
               | Although I get MPO's with two JPEGs in one file from my
               | New 3DS, stereo content is frequently delivered in side-
               | by-side format as one big JPEG. Stereo movies and TV
               | frequently use side-by-side with half horizontal
               | resolution on the assumption that stereo is feeding your
               | eyes and brains more data although it probably doesn't
               | match the original perceived resolution.
        
               | Melatonic wrote:
               | But for 30K you could use multiple Red cameras no?
        
               | dagmx wrote:
               | Not without compromising something.
               | 
               | Here's the RED body list
               | https://www.red.com/productcategory/Camera-BRAINs
               | 
               | There's no brain for an 8k sensor where you could have
               | more than one for the cost of this. So you'd have to at
               | the very least compromise on resolution.
               | 
               | You'd also have to construct a multi camera rig which
               | adds to both cost and size/weight/difficulty. So you'd
               | compromise on the ergonomics of it.
               | 
               | Then you'd have to add the lenses. These have them
               | integrated. Finding comparable lenses would set you over
               | your comparable budget.
               | 
               | Okay, then let's talk storage. This has 8TB on board.
               | Getting an equivalent for the RED would also set you over
               | the budget.
               | 
               | Finally, connectivity. The only REDs that you could maybe
               | bring under budget need additions to add connectivity. So
               | you're compromising there.
               | 
               | And at the end of the day, 30K for a camera of this
               | caliber is insanely cheap. I think everyone getting
               | caught up on the cost has only dealt with prosumer stuff
               | at best. Anyone at the professional level has been awed
               | by black magic's ability to bring this and the Ursa Cine
               | 17k at the price point that they have.
               | 
               | Besides, the cost for everything else will far outpace
               | the camera. The camera is the one thing you don't want to
               | skimp on. You have a bad camera day, you ruin everything
               | else and waste more money than you'd have saved.
               | 
               | I'll reiterate: 30k is an absolute bargain for this or
               | the 17k.
        
             | tobyjsullivan wrote:
             | > it'd be tough for someone to justify spending $30K on a
             | single purpose camera
             | 
             | I don't think hobbyists are the target market. Isn't that
             | price in-line with any studio-quality camera? (I have no
             | idea if this qualifies as a studio-quality camera, but I
             | can imagine at least a few studios would be willing to try
             | it out).
        
               | aeturnum wrote:
               | Also, the most common scenario for this camera (and most
               | pro-level production cameras) is that they are rented
               | per-job. Eventually it would makes sense to buy one if
               | you have enough work for that camera, but most people and
               | productions start with rentals.
        
               | wodenokoto wrote:
               | TV studio cameras can apparently reach nearly 10x this.
               | 
               | Pro equipment can reach prices that seem unbelievable to
               | prosumers.
               | 
               | https://youtu.be/RkTaMyatsTo
        
               | ChrisMarshallNY wrote:
               | I remember a story about the Phantom Flex[0] High-Speed
               | camera.
               | 
               | It's an awesome camera, but note the absence of a price,
               | on the Web site. I think it retails for around $80K.
               | 
               | [0] https://www.phantomhighspeed.com/products/cameras/4km
               | edia/fl...
        
               | PaulHoule wrote:
               | I think how you couldn't really zoom a video in the 1970s
               | short of printing it to film and doing optical tricks. By
               | 1980 you started to see frame buffer effects in
               | commercial TV and you could have zoomed but didn't have
               | enough pixels to do much.
               | 
               | In the digital age zooming video is completely routine
               | and if you've got a picture with absurd megapixels you
               | can do it in a big way.
        
               | haldean wrote:
               | There are quite a few cine cameras that are more than 10x
               | this amount, and there are a few that are 100x. For
               | example, there are Panavision cameras that you can only
               | rent direct from Panavision that require that you have
               | half a million dollars of insurance coverage to rent.
               | There are ARRIs that you can buy from B&H that are $100k.
               | $30k is definitely in the range of something that
               | individual DPs/operators could own, although it's getting
               | into rental territory for lots of people.
        
             | kalleboo wrote:
             | > _it'd be tough for someone to justify spending $30K on a
             | single purpose camera_
             | 
             | These are cameras that productions rent by the day for a
             | specific shoot, not something they buy outright. Similar to
             | high-end cine cameras, slow motion cameras, underwater
             | cameras, etc.
        
             | JKCalhoun wrote:
             | Yeah, I think initially most will be going to "customers"
             | in the San Fernando valley.
        
             | harrall wrote:
             | A cinema camera is $50 to $100k (Sony Venice or ARRI ALEXA
             | 35). That cinema camera is much better to use for a film
             | crew and puts out a higher quality.
             | 
             | WITHOUT the cost of additional lenses. Then you add in
             | sets, lighting, generators, cast, etc.
             | 
             | All of this is _fractions_ compared to maybe millions of
             | dollars for marketing.
             | 
             | And if you are a small film crew, you rent.
        
               | BizarroLand wrote:
               | By "small" they mean, "Total cost of production for a
               | feature length movie coming in under a few million
               | dollars"
               | 
               | Outright purchasing a camera and equipment vs renting
               | them for a shoot is a waste of money unless you're a
               | production company that is going to use the equipment
               | over and over again until it falls apart, and even then
               | if you rent it it is on the rental company to handle
               | maintenance and providing replacements in case of
               | equipment breakdown, so it can still be a good deal for
               | you.
        
             | GeekyBear wrote:
             | > it seems like it'd be tough for someone to justify
             | spending $30K on a single purpose camera
             | 
             | For mass market consumers, you can already shoot in Apple's
             | spatial video format with an iPhone.
        
               | kridsdale1 wrote:
               | I have the $5000 Canon 8k setup, and I have filmed with
               | the Vision Pro and iPhone 16 Pro. The latter two produce
               | content that is nearly unwatchable. Extremely
               | noisy/filtered and the iPhones IPD basically doesn't
               | exist.
        
               | GeekyBear wrote:
               | > nearly unwatchable
               | 
               | Reviews in the tech press do not agree.
               | 
               | > Apple iPhone Spatial Video Looks Amazing on Vision Pro
               | 
               | https://www.cnet.com/tech/mobile/apple-iphone-spatial-
               | video-...
        
               | Philpax wrote:
               | It's good enough for personal use, but absolutely not
               | good enough for professional use, especially in low-light
               | scenarios.
               | 
               | Source: own an AVP and an iPhone 15 Pro
        
             | Analemma_ wrote:
             | Very few movie shoots actually own the camera they use.
             | It's standard in the industry to rent a camera from a
             | vendor for the duration of filming, which makes the MSRP of
             | the camera, if not totally irrelevant, then a pretty minor
             | detail.
        
       | brink wrote:
       | This reminds me. Back in the day, HTC made a 3D enabled phone
       | with a 3D screen and camera.
       | 
       | I would love to see that attempted today again with how much
       | progress we've made in terms of screen resolution and camera
       | quality.
       | 
       | https://en.wikipedia.org/wiki/HTC_Evo_3D
        
         | zitterbewegung wrote:
         | Not sure why but during the HTC Evo and Nintendo coming out
         | with the 3DS having the screen be 3d (Stereoscopic since you
         | can use it without lenses) didn't take off.
         | 
         | The iPhone 15 and 16 pro models can take 3D photos and videos
         | right now https://support.apple.com/guide/iphone/spatial-
         | photos-record...
        
           | BizarroLand wrote:
           | The 3DS was fun but it was gimmicky, and it wasn't great.
           | 
           | I would love to have a 3d tv that works without glasses even
           | if it was a limited depth thing (like multiple screens on top
           | of each other to create real depth within a confined space)
           | but I think the technology of the 3DS screen wouldn't scale
           | to larger screens.
        
             | jazzyjackson wrote:
             | > like multiple screens on top of each other to create real
             | depth within a confined space
             | 
             | iirc this is effectively what looking glass displays do
             | [0], or at least the early prototypes I saw, split a
             | projected beam across 16 or so panes of glass. I've only
             | seen the little one in real life but it was pretty
             | enchanting. They go up to 32" and 64", something like
             | 20,000 dollars tho [1] I don't know if they've actually
             | made any sales of the larger formats
             | 
             | I was recently googling for whether these displays
             | supported Apple Spatial Video and the answer was yes after
             | some 3rd party conversion and playing media back straight
             | from the iPhone it was recorded on, sounded annoying but
             | feasible [2]
             | 
             | [0] https://lookingglassfactory.com/about
             | 
             | [1] https://www.pcmag.com/news/looking-glass-unveils-
             | second-gen-...
             | 
             | [2] https://stereoscopy.blog/2024/09/22/how-to-use-the-
             | looking-g...
        
             | qingcharles wrote:
             | What is wild is that I saw a flat screen lenticular Canon
             | display playing some custom DOOM clone in about 1998 at a
             | video game developers event. It must have been at least 17"
             | 4:3. It always seems it was something that accidentally
             | fell back through time because it was so far ahead of its
             | time. I remember feeling like a caveman because I put my
             | head around the back like I was looking for the magic of
             | how it worked.
        
             | astrange wrote:
             | The New 3DS was quite good, but being a relatively cheap
             | Nintendo portable with backwards compatibility concerns it
             | was pretty low resolution.
        
           | kallistisoft wrote:
           | I was big fan of my HTC Evo, I found the 3D images to be
           | immensely helpful when taking documentation photographs. I
           | could take just two images and get all of the info I needed
           | to capture vs taking ~8 from multiple angles and having to
           | mentally envision the relative dimensions of the space
           | afterwards.
        
         | kalleboo wrote:
         | I had a SHARP Aquos Phone SH-12C with a 3D camera and
         | lenticular display and some of the photos I took with that
         | phone are some of my most treasured photos since the 3D aspect
         | really brings you back to where you were.
         | 
         | But back then everyone just said "3D is a gimmick I hate it I
         | just want an normal TV" and the fad died.
         | 
         | https://ja.wikipedia.org/wiki/SH-12C
         | 
         | The iPhone recently added support for actually shooting spatial
         | photos in addition to videos so I need to try that out.
        
           | jazzyjackson wrote:
           | Nice. There was also the RED Hydrogen phone which may have
           | been the same display, it was a flop but IMO they were just
           | early on the whole 'charging $1200 for a smartphone' thing.
           | Its legacy is now just the prop smartphones announced by the
           | villain in "Don't Look Up"
           | 
           | https://en.m.wikipedia.org/wiki/Red_Hydrogen_One
        
         | JKCalhoun wrote:
         | I have about three Fujifilm FinePix digital 3D cameras. Fun to
         | play with if you like stereo photography (although consumer-
         | level quality images, but still decent).
        
         | whycome wrote:
         | I think it would be totally possible for an iphone to come out
         | with two camera bumps - on either end of the phone to maximize
         | 3d depth. And then when you fold the phone, it becomes a 360
         | cam....?
        
         | 1oooqooq wrote:
         | tried all those. the fire phone 3d with the 4 ir cameras was
         | the only decent implementation... sadly completely ruined by
         | the dystopian amazon android running on it.
        
       | chakintosh wrote:
       | Now you can watch MKBHD getting caught speeding in 3D while
       | reviewing this camera
        
         | backspace_ wrote:
         | Careful, people here might look down on that kind of joke!
        
       | oflannabhra wrote:
       | I'm guessing there is a lot of negativity towards the Vision Pro
       | here, lots of it deserved. However, the immersive video aspect is
       | the one thing Vision Pro delivers that I think is truly unique
       | and new. I'm not sure that is enough to support a $3500 hardware
       | product, but I encourage anyone to try the demo and utilize the
       | immersive video. It was an otherworldly experience for me, and
       | news like this is very exciting as it will allow more content to
       | be available.
        
         | sigmoid10 wrote:
         | "Immersive video" is literally just high-resolution, wide-fov,
         | 3d passthrough videos. As usual, Apple is selling a common
         | feature of e.g. the Quest 3 under a different name and for a
         | much higher price. You can get the same experience without
         | having to shell out several grand.
        
           | dagmx wrote:
           | Your comment is incorrect in many ways. Based on your
           | comment, I don't believe you've actually tried it?
           | 
           | Firstly, it is not passthrough video.
           | 
           | Secondly, you cannot currently have the same experience on
           | the quest. You can have lower quality versions of it, but
           | immersive video is 8k per eye at 90fps.
           | 
           | There has literally never been cameras available to consumers
           | to capture that till this specific camera. Unless you did
           | professional custom camera rigs.
           | 
           | As someone who owns both a Quest and a Vision Pro, and has
           | worked in stereo for a large portion of my career, the two
           | experiences are not remotely comparable when it comes to
           | video today. The quest excels in other areas, but this is one
           | where Meta have very weak coverage on.
        
             | oflannabhra wrote:
             | Yes, I have tried both and AVP is a leap ahead.
        
       | Tepix wrote:
       | For reference, here are the per-eye screen resolutions for some
       | VR headsets:                 - Apple Vision Pro:    3660 x 3200
       | pixels       - Pimax 8K X:          3840 x 2160       - Pimax
       | Crystal Light: 2880 x 2880       - HTC Vive Pro 2:      2448 x
       | 2448       - HP Reverb G2:        2160 x 2160       - Meta Quest
       | 3:        2064 x 2208       - Sony PS VR2:         2000 x 2040
       | - Pimax Crystal Super  3840 x 3840 (57 ppd, unreleased)
       | 
       | The VR180 3D footage gets spread to 180deg (horizontal) and
       | inside your HMD you see around 70-90deg (again horizontal2) or so
       | at a time. You can see that below 8K per-eye image resolution,
       | you will start noticing a decrease in visual fidelity.
       | 
       | --
       | 
       | 2 the Pimax has around 159deg horizontal FoV.
        
         | crazygringo wrote:
         | It gets even more complicated when you consider what geometric
         | format it records in.
         | 
         | If it records "naively" where the vertical pixel maps to the
         | angle relative to the horizon, then you get the least amount of
         | detail around the "equator", and you get the most at the
         | "poles" above and below you. Which is not only totally
         | imbalanced, but imbalanced in the worst possible way!
         | 
         | Back in 2017 Google introduced a new format that YouTube VR
         | uses:
         | 
         | https://blog.google/products/google-ar-vr/bringing-pixels-fr...
         | 
         | It's called an Equi-Angular Cubemap, so each pixel represents
         | the same amount of area in a VR projection.
         | 
         | Unfortunately, outside of YouTube it still hasn't really taken
         | off as far as I know, although some VR video players support
         | it.
         | 
         | I wonder if Blackmagic records in it? Or more generally, in
         | what shape does the 180deg image fall on the rectangular sensor
         | -- and so how does actual resolution _vary_ across the VR
         | projection?
        
           | matsemann wrote:
           | My Gopro MAX uses EAC for the 360 videos. But ironically I
           | have to go through the hassle of converting it to
           | equirectangular before uploading to Google Street View..
        
           | quitit wrote:
           | This outlines how Apple approaches the immersive video format
           | to put the most pixels on the horizon line:
           | 
           | https://blog.mikeswanson.com/apples-mysterious-fisheye-
           | proje...
        
             | crazygringo wrote:
             | Wow, that is fascinating -- I had no idea, thanks. That
             | definitely takes the cake for most bizarrely "optimized"
             | method. But putting the horizon at a 45deg angle is
             | certainly a creative solution.
             | 
             | Interesting that it's such a strange transformation, even
             | the author of that article hasn't been able to decipher it
             | exactly. The Google EAC seems so straightforward and
             | "neutral", I'm surprised Apple created their own format
             | (unless Google's format requires licensing, but I don't
             | think it does).
        
               | esperent wrote:
               | > I'm surprised Apple created their own format
               | 
               | There's nothing surprising here, it's been Apple's style
               | for the entire time I've been working in tech - 15 years
               | or so - to create formats that they control and
               | preferably which only work on Apple devices. It's a big
               | part of why their walled garden is so strong.
               | 
               | > _Additionally, the format is undocumented, they haven't
               | responded to an open question on the Apple Discussion
               | Forums asking for more detail, and they didn't cover it
               | in their WWDC23 sessions_
               | 
               | Unfortunately, this is completely normal behavior from
               | Apple and I've run up against it far too many times.
               | 
               | When finally forced, by regulation or industry pressure,
               | to answer questions, open their format up, or support
               | other open formats, they pay lip service and drag their
               | heels in every way possible.
        
               | withinboredom wrote:
               | I don't know why you are getting downvoted. What you say
               | is true. They originally said facetime would be an open
               | protocol based on jabber... didn't happen. Heck, they
               | created their own cpu (undocumented) for some reason.
        
               | hnaccount_rng wrote:
               | It's a bit more complicated than that right? There is
               | definitely a corporate component there (FaceTime is one,
               | iMessage is another) and they have a strong tendency to
               | attempt to .. extort? .. others to pay for their
               | standards. But they usually use standards that are
               | available.
               | 
               | If they do build something on their own, they have a
               | reason. Most often technical. E.g. lightning is strictly
               | better than any alternative that was available when they
               | were introducing it (and that it didn't become the USB-C
               | form factor is partially due to them wanting high
               | licensing revenue). And really... you don't get why they
               | created their own CPUs? Which hands down beat anything
               | else out there on perf/watt and allow their systems to
               | have incredible battery runtime on really tiny batteries?
        
               | withinboredom wrote:
               | Is it that complicated? Instead of being an industry
               | leader, they seem to just want money and sticky users.
               | I'm not an Apple hater by any stretch, but this seems to
               | be a fact. In other words, they could have lead the way
               | to better calls/sms by making facetime the standard, but
               | instead we have green bubbles. Literally, they are the
               | reason their own competition exists. They could have made
               | their CPU architecture available to anyone willing to
               | pay, but instead it is exclusive and 100% non-portable.
               | 
               | In other words, there could be some Apple in literally
               | every device on the planet, but they decided they didn't
               | want that -- for some reason. That is the part I don't
               | understand. It seems like such a short-sighted play.
        
               | jon-wood wrote:
               | Apple are a hardware company. One that's deep into
               | software because it helps them sell that hardware, but
               | ultimately still a hardware company. Having their
               | software running on other company's devices doesn't help
               | them in the goal of selling more iPhones, if anything it
               | harms that because why buy an iPhone to be able to
               | Facetime with the family when you can by a cheaper
               | Android device instead?
        
               | hnaccount_rng wrote:
               | > Instead of being an industry leader, they seem to just
               | want money and sticky users
               | 
               | But that's the job of a company...
               | 
               | > but they decided they didn't want that -- for some
               | reason.
               | 
               | Because they are a consumer company. They depend on a
               | strong asymmetry between their customers and them. It
               | would be really hard for any other company to rely on
               | Apple as a supplier. Afaik the only relationship that
               | exists in that way are company phones, but those are not
               | handled by Apple directly, but rather through carriers.
               | Apple simply doesn't have any experience in being a
               | supplier (and probably also large aversions to becoming
               | one from their own treatment of their supply chain).
               | 
               | Linus Torvald's repeatedly says something very insightful
               | about "enterprise grade hardware", he describes it as
               | "over-priced crap that doesn't work". Which is correct in
               | the sense of "it doesn't comply to standards and only
               | works in one specific combination". But that's literally
               | where the value of "enterprise" comes from. There is
               | someone that provides an in-depth description of a single
               | use case and the appropriate solution and sells that. It
               | isn't supposed to work in many scenarios. It's supposed
               | to work in one. But for that one you have to guarantee a
               | certain quality level and if you fail that you will have
               | to pay for that. That is simply not how Apple operates.
               | They are the big dog. Always. That's why they broke up
               | with Nvidia
               | 
               | But my point was: They didn't introduce any format for
               | the fun of it. There always was a reason. Nearly always a
               | technical one. Sometimes "only" a business one (which one
               | could argue that qualifies for "for the hack of it")
        
               | withinboredom wrote:
               | > But that's the job of a company...
               | 
               | By that logic, Google isn't a company despite setting
               | industry standards.
        
               | numpad0 wrote:
               | It's well known Jobs policy and strategy. "One standard
               | port, two proprietary ports" is the version I've seen,
               | the standard port is for ingestion and export,
               | proprietary ports are for sharing within tight knit Apple
               | circles.
               | 
               | Variants of this principle is seen everywhere throughout
               | their systems and architectural designs, thankfully
               | backfiring often enough that Apple isn't taking over PC
               | any time soon.
        
               | esperent wrote:
               | The downvotes were expected. I've found that anytime I
               | say something critical of Apple downvotes are sure to
               | follow.
               | 
               | Even in technical threads were people are literally
               | struggling to complete work because of Apple's attitude
               | (my experience here mostly relates to support for 3d
               | browser apis over the last decade) there's still a
               | largely negative response to any perceived Apple
               | criticism.
               | 
               | I'm actually pleasantly surprised that my comment here is
               | no longer downvoted. I guess HN folks are more savvy than
               | typical web devs.
               | 
               | To be honest I'm not sure I'm even criticizing Apple. I
               | don't like it, for sure, and it makes my life harder, but
               | it's clearly a sound business strategy that has served
               | them well.
        
               | CharlesW wrote:
               | > _There 's nothing surprising here, it's been Apple's
               | style for the entire time I've been working in tech - 15
               | years or so - to create formats that they control and
               | preferably which only work on Apple devices._
               | 
               | Assuming no intentional bias, it's personally hard for me
               | to imagine how anyone could be in the industry for _that
               | long_ and not understand Apple 's contributions to
               | formats and other standards we take for granted.
               | 
               | * Apple was the first major adopter and popularizer of
               | now-de-facto standards like 3.5" floppy drives, USB, Wi-
               | Fi, and DisplayPort, and additionally created (and gave
               | away) DisplayPort Mini
               | 
               | * Apple co-developed and popularized IEEE 1394
               | (FireWire), USB-C, Thunderbolt, and USB 4
               | 
               | * Apple created the ISO base media file format (ISOBMFF),
               | which is the basis for MPEG-4 and many other time-based
               | and image file formats
               | 
               | * Apple popularized today's most popular compressed media
               | formats, and will do the same for AV1 (with hardware
               | decode in M3 and newer Macs today, and Apple TV soon)
               | 
               | * Apple dropped a proprietary OS for the BSD-based OS
               | used across their product line, from wearables, to
               | mobile, to HMDs, to laptops/PCs
               | 
               | * Apple used its open source WebKit to advance modern web
               | standards, and are one of the few defenders against
               | Google's near-total hegemony of web technologies
               | 
               | * Apple's contributions to and investments in open-source
               | technologies like Clang/LLVM and Swift have helped all
               | developers directly and indirectly
               | 
               | Using an as-yet-undocumented projection format to argue
               | the opposite isn't super-persuasive, since Apple eats
               | their own dog food (sometimes for years) before promoting
               | it to an open, generalized industry standard (e.g.
               | "QuickTime Movie" container format).
        
               | spookie wrote:
               | To be fair they forked KHTML to make WebKit. Even if they
               | wanted, they needed to remain open source. Same with
               | Blink (Chromium), a lot of shared history there. But that
               | would take way too long to explain.
        
         | steelbrain wrote:
         | Thank you for posting this! It's very helpful. Just want to add
         | a caveat for the reader. While resolution is important, the
         | display technology matters just as much if not more. Pimax
         | Crystal Super, for example uses QLED tech, so its backlit and
         | its color accuracy, contrast will not be in the same ballpark
         | as Apple Vision Pro which uses micro-OLED panels.
         | 
         | A pixel, is not always a pixel. There's more to the story.
        
         | yieldcrv wrote:
         | remember when all the VR headsets were shitty and all the
         | enthusiasts would say that resolution isnt the metric to use to
         | judge VR headsets
         | 
         | clowns
        
           | dmix wrote:
           | They were probably talking about games not using one like a
           | desktop or to watch movies
        
           | andybak wrote:
           | You're confusing two different things and being obnoxious
           | about it.
        
         | rajnathani wrote:
         | The Pixmax 12K OLED also looks really cool on their website,
         | thanks for sharing about Pixmax (TIL).
        
         | spookie wrote:
         | Take a look at the company Varjo. They make a pretty good
         | headset.
        
       | mdswanson wrote:
       | I've described what kind of video this camera is intended to
       | capture: https://blog.mikeswanson.com/apples-mysterious-fisheye-
       | proje...
        
         | somethingsome wrote:
         | Hey! Nice writeup, Just something is missing, some MPEG formats
         | can encode this kind of video in OMAF specification.
         | 
         | Edit: I'll certainly read the rest of the articles!
        
           | mdswanson wrote:
           | Thanks! Indeed, there are other formats (like OMAF) that
           | describe some of this. In fact, I helped to author one a long
           | while back called OPF.
        
         | dagmx wrote:
         | I just want to say that your analysis is great. I reference it
         | whenever the discussion comes up about the technicalities of
         | Apples solution.
        
           | mdswanson wrote:
           | Thank you! I really appreciate the feedback.
        
         | 4gotunameagain wrote:
         | I guess the next step here is a video encoder that is natively
         | recording spherical videos ?
         | 
         | Any projection is bound to separate areas which could be
         | compressed more efficiently together.
         | 
         | A native stereoscopic spherical video encoder could improve
         | compression even more, since side by side views are quite
         | similar in general.
         | 
         | Now that's an interesting problem to solve ! (and a very hard
         | one probably)
        
           | somethingsome wrote:
           | It is developed in the mpeg standard already, there is a
           | whole group of people for that from some years ;)
        
           | astrange wrote:
           | > A native stereoscopic spherical video encoder could improve
           | compression even more, since side by side views are quite
           | similar in general.
           | 
           | Existing video formats already support this for interlacing,
           | although you could also let inter-prediction refer to earlier
           | parts of the same frame and get most of the benefit.
        
         | ec109685 wrote:
         | Did WWDC end up filling in any additional blanks from your
         | article?
         | 
         | Thanks!
        
       | PaulHoule wrote:
       | It has nothing on this
       | 
       | https://www.kandaovr.com/Obsidian-Pro
       | 
       | Panoramic photography for VR is on my bucket list although I have
       | a huge list of other projects such as having a reliable camera-
       | to-audience system for stereograms I shoot with another other
       | camera from that company
       | 
       | https://www.kandaovr.com/qoocam-ego
       | 
       | Note there are cheap pano cameras too
       | 
       | https://www.kandaovr.com/qoocam-3
       | 
       | though my Uni has a resource center for that kind of thing and I
       | can probably talk my way into borrowing one of the better ones.
       | 
       | Stereo panos can be absolutely amazing on a consumer VR headset,
       | I've greatly enjoyed crowd scenes from Paris such as in front of
       | the Louvre and an observation deck on the Eiffel tower.
       | 
       | The 3d economy more fundamentally needs some kind of photo-to-3d
       | technology and that is going to take multiple photographs from
       | different angles, a depth camera helps but in one shot it does
       | not give you the pixels that are only visible on the L or the R
       | channel in a stereogram because of obscuration.
       | 
       | I've got a friend who makes 3-d models using a $265 million
       | camera
       | 
       | https://mastodon.social/@UP8/111915448546172624
       | 
       | one thing we've talked about is where to get the missing pixels
       | that aren't in any of the photographs, it's a tougher problem for
       | him as a scientist than it is for me because he can't make stuff
       | up.
        
         | porphyra wrote:
         | "Nothing on this" is an interesting way to put it. Two 8,160 x
         | 7,200 large sensors has various pros and cons compared to eight
         | APS-C 24 MP sensors. If you want panoramic field of view, the
         | latter is awesome. If you want high resolution for stereo in a
         | particular direction, you'd want the former.
        
           | PaulHoule wrote:
           | The market has shown over and over again that viewers are
           | indifferent to stereo movies. Sure I will watch an awful Star
           | Wars movie on my Quest just because it is in 3d but I am just
           | about the only one.
           | 
           | Pano content in VR really is something new.
           | 
           | Apple's lack of vision with the Vision Pro is shocking as is
           | the arrogance that somehow a $3k headset will revive interest
           | in something people wouldn`t pay an extra $5 for at the
           | movies.
           | 
           | With twice the memory and a desktop grade processor the AVP
           | could trash the Quest 3 at immersive application but Apple is
           | stuck on a backwards and conservative vision of mobile apps
           | floating in the air - totally mundane sci-fi (Washuu had this
           | in _Tenchi Muyo_ ) but a $3k headset has to do all, not just
           | what one rich dude thinks is stylish.
           | 
           | If you are doing any VR or AR work you realize memory for
           | textures is terribly short and 'more pixels' is the road to
           | nowhere.
        
             | wahnfrieden wrote:
             | this camera is also used to create immersive environments,
             | not only for watching "movies"
        
             | Terretta wrote:
             | The Alicia Keys demo in AVP is not a "stereo movie" and
             | people didn't have the opportunity to hang with their
             | favorite celebs in what feels like reality.
             | 
             | Lots of as-well-made-as-able 3D "stereo" movies in Disney
             | etc that work on AVP beautifully. None of those are the
             | same "you are here now" sense as the Alicia Keys demo.
             | 
             | Agree with you on Apple's seeming reluctance to empower a
             | new UX/UI for the AVP affordances. Having a multi-window
             | iPad strapped to your face is less compelling. Over the
             | past 15 years one notices how much of iOS UI was invented
             | by the market (pull down to refresh, for instance). Perhaps
             | they want to see what people come up with for this.
        
               | walterbell wrote:
               | _> Perhaps they want to see what people come up with for
               | this._
               | 
               | Not going to happen without jailbreaking the locked-down
               | VisionOS.
               | 
               | Apple could choose to enable for 18 months, then
               | integrate the best use cases into the platform.
        
               | Terretta wrote:
               | What would jailbreaking allow that couldn't be mocked up
               | in AR mode instead of iPads-strapped-to-face mode?
               | 
               | Yes, you'd have to have your various "apps" in your same
               | "suite" app (like Microsoft ships Word, Excel,
               | Powerpoint, inside Office for iPadOS), but third party
               | apps wouldn't know your new UX/UI paradigm anyway.
        
               | walterbell wrote:
               | Integration with 3rd party devices, which Apple is
               | refusing to do in the EU?
        
             | DidYaWipe wrote:
             | The market hasn't really shown that. It has shown that
             | viewers are indifferent to FAKE 3-D movies, which is what
             | studios troweled out as fast as they could... ruining a
             | major opportunity.
             | 
             | Most people have seen maybe three real 3-D movies from
             | among: the Avatars, a Pixar movie, Hugo, The Hobbit, the
             | Transformers one where they tore up Chicago, and... yeah,
             | I'm hard-pressed to name another movie right now that was
             | shot in 3-D... oh, and Drive Angry. Which no one saw.
             | 
             | The vast majority of movies offered in "3-D" were post-
             | processed junk.
        
             | bag_boy wrote:
             | Can you tell me more about pano content? What does that
             | mean?
        
         | galago wrote:
         | I have a QoocamEgo and have found it pretty disappointing even
         | at that price point. It takes about 30 seconds to start up,
         | chews through battery quickly, and has poor autofocus. I set
         | focus manually by guessing and then use "sport mode"
         | (1/120second) otherwise it will use low shutter speeds which
         | produce motion blur handheld. Also, even though it will shoot
         | close up items, I've found that the offset is too great for
         | most viewing scenarios. So, I would say composing images that
         | include subjects 3m to infinity is about the best.
        
         | somethingsome wrote:
         | Having a user stuck in the center of the scene is what kills
         | immersion in my opinion, but at the same time I develop free
         | navigation systems for VR :)
        
         | anigbrowl wrote:
         | Those two products are doing totally different jobs. This is
         | great for events, VR, and so on.
         | 
         | The BlackMagic design is aimed squarely at cinema use, where BM
         | is already one of the industry standard platforms for color
         | grading and increasingly for editing, and already highly
         | respected for image acquisition. This matters because film
         | distribution agreements increasingly mandate specific
         | technologies for production to mitigate the risk of customer
         | complaints abouts image quality.
         | 
         | The 3d part of the camera is somewhat relevant for the cinema
         | release market (and VR headset users who want to watch a movie
         | in 3d...but I think this will remain a small market because
         | wearing a helmet/goggles to watch a movie is inherently anti-
         | social), but even if you never plan to release in 3d it's nice
         | to be able to acquire that way for vfx purposes. Recording
         | ground truth 3d information during acquisition is always going
         | to be superior and cheaper to inferring it computationally from
         | a monocular image.
        
       | rramon wrote:
       | I watch a decent amount amount of lower league football (soccer)
       | and one of the main pains there are automated cameras that track
       | the ball and move accordingly, often missing crucial moments due
       | to latency.
       | 
       | A setup with a fixed VR camera and a 180 FOV could totally
       | transform the experience, because now with a VR headset I'd be
       | the one tracking the ball with my head movements like in a real
       | stadium.
       | 
       | Many smaller local clubs suffer from low attendence due to local
       | factors like people leaving the area, not having time or just
       | bigger clubs playing at the same time.
       | 
       | This could be overcome with global audiences and live VR
       | recordings (where you're still able to move your head) and
       | potentially be a nice source of income for many clubs selling
       | virtual stadium tickets.
        
         | ec109685 wrote:
         | The veo camera does that. Quality isn't that great but because
         | they buffer and capture a wide angle view of field, they can
         | make it seem like a ball is being tracked by a moving camera.
        
         | top_sigrid wrote:
         | Or missing crucial moments because they mistake a referee's
         | bald head for the ball:
         | https://www.theverge.com/tldr/2020/11/3/21547392/ai-camera-o...
        
       | sharpshadow wrote:
       | Technically it's also two cameras in one and would allow for
       | various option if it would be programmable. Like taking video and
       | stills at the same time. Normal fps and slow mo. With attachments
       | one could record two different angles. Macro attachment. Record
       | 8k while streaming HD. But they never offer you a programmable
       | camera system.
        
       | jcarrano wrote:
       | If the spacing between the lenses is equal to average human eyes,
       | then that thing is huge!
        
         | kridsdale1 wrote:
         | In the behind the scenes video for Apple's "Submerged" film,
         | the camera looks about the size of carry on luggage.
        
       | consumer451 wrote:
       | This was also posted on one of the best niche subs,
       | r/cinematography.
       | 
       | Here is that thread [0], with mostly professional takes. One
       | interesting take-away:
       | 
       | > I've pre-ordered one. Vision Pro sales will be around 1/2M at
       | the one year mark, and there's a total of about 3 hours of
       | immersive content available on the headset across every app right
       | now.
       | 
       | > That's a once in a lifetime content opportunity.
       | 
       | [0]
       | https://old.reddit.com/r/cinematography/comments/1hhvwfv/bla...
        
         | dangus wrote:
         | Or it could be the next 3D video, a gimmick that peaks and
         | fades away quickly among the mass market.
         | 
         | If you ask me, the Vision Pro's sales up to this point justify
         | discontinuation. I think that Apple is only making investments
         | in Vision Pro because they don't really have another long play
         | for "the next great device form factor," and because Meta
         | hasn't thrown in the towel yet Apple presumably refuses to sit
         | back while Meta dominates marketshare for a specific type of
         | app platform.
         | 
         | I think that Apple and everyone else is very aware that VR/AR
         | is more likely than not be close to the maximum user base.
         | Meta's been doing everything it can to make the platform stay
         | within impulse buy territory because they know it's not really
         | a purchase that potential customers are going to seriously
         | believe that they'll spend hours and hours every day using like
         | a traditional game console or PC graphics card. Meta has to
         | convince you to buy a device that they must certainly know from
         | their own telemetry that users only interact with for a handful
         | of hours every week.
         | 
         | The only reason Apple is sticking with it is that it's a long
         | term play and they have unlimited money. Or maybe because they
         | refuse to give up until Meta gives up. They can't let Meta own
         | a computing platform out of pure business ego.
        
           | dannyw wrote:
           | There was the Newton, PDAs, and Symbian phones before the
           | iPhone.
           | 
           | The technology might need another decade (or two), but I
           | think it's very shortsighted to think VR/AR is close to its
           | maximum user base.
        
             | curiouscavalier wrote:
             | Agreed. There's a lot of variables (and I think price is a
             | big one). But, while slow, adoption in enterprise is
             | showing signs that the basic concept has some legs. Even if
             | the tech today needs some time to marinate.
             | 
             | That said I also don't think we're are a time-local maxima
             | of users either.
        
             | lupusreal wrote:
             | Back in the era of Palm Pilots and Blackberries, most
             | people didn't have one, but the people who did have one
             | tended to use them extensively every day. Today, most
             | people don't have VR headsets, and most of the people who
             | do are letting them collect dust on a shelf in their
             | closet.
             | 
             | In the first case you have a type of product that is
             | evidently very useful but isn't ready for the general
             | public. In the second case, you have a product that early
             | adopters can't find a routine use for.
        
             | scherlock wrote:
             | There have been VR headsets since before there were PDAs.
             | The first VR Headsets were made in the 80s by VPL
             | (https://en.wikipedia.org/wiki/VPL_Research). This no where
             | near being a new idea, this is a forty year old idea that
             | gets a resurgence every 5 to 10 years then everyone
             | remembers why it never caught on the last item. It is a
             | niche consumer peripheral, but it has a lot of applications
             | in professions such as Architecture, Engineering, Medicine,
             | Aerospace, and Training. But those industries can probably
             | only support one or two small manufacturers.
        
           | tbrownaw wrote:
           | > * think that Apple and everyone else is very aware that
           | VR/AR is more likely than not be close to the maximum user
           | base.*
           | 
           | Maybe for current device clunkiness and capabilities.
           | 
           | I expect that would change if it could do a good job of
           | replacing desk screens, or let people spend their commute
           | staring at a hud instead of staring at a phone.
        
             | wongarsu wrote:
             | Everyone is trying to do that, but the tech just isn't
             | there yet. We would need to double the resolution of the
             | best VR headsets to be able to properly simulate 1920p
             | screens at any reasonable distance.
             | 
             | But at the same time everyone knows that the tech will get
             | there eventually. A lot of current VR products seem to
             | mostly exist to position companies to be able to exploit
             | the market once the tech gets good enough.
        
           | gpm wrote:
           | Vision Pro, based on its name, its pricing, its marketing,
           | the state of the OS/ecosystem at launch, and so on and so
           | forth was never meant to "sell well". It is an early entrance
           | and closer to a devkit than a typical apple consumer product.
           | This was universally acknowledged (as far as anything is
           | universally acknowledged) from the get go.
           | 
           | It seems like that you could have made the conclusion that it
           | should be discontinued before it went on the market if "poor
           | sales" justifies that for this device.
        
             | 1oooqooq wrote:
             | you're reading too much. pro in apple parlance only means
             | "the most expensive of this model line".
        
             | lupusreal wrote:
             | "Everybody" wanted the first generation of iphone despite
             | it being grossly deficient in numerous ways (OS/ecosystem,
             | hardware, price, etc), even compared to the extant
             | smartphones / blackberries of it's time. People overlooked
             | all of those deficiencies because the premise of a
             | smartphone that was one big capacitive touch screen was
             | extremely compelling.
             | 
             | With the Vision Pro, that kind of enthusiasm just isn't
             | there. If it was going to be the next big thing, there
             | would be a lot of hype for it even though its rough around
             | the edges. The general public isn't rejecting the Vision
             | Pro because it costs too much and has no apps, they're
             | rejecting it because wearing a computer on their face isn't
             | something they're interested in.
        
               | theshackleford wrote:
               | Most people I know are in fact rejecting it due to cost,
               | and have instead settled for a Q3. You can get a second
               | hand car here for what they want for a Vision Pro. It's
               | too much even for the hardcore Apple fans I know for an
               | unknown, hell, I'm into VR and have been for longer than
               | I can remember now, I have the disposable income and it's
               | STILL to much, even for me.
        
               | lupusreal wrote:
               | > _Most people I know are in fact rejecting it due to
               | cost, and have instead settled for a Q3_
               | 
               | I don't know who you know, but I'd be very surprised if
               | most of them have either of those..
        
               | theshackleford wrote:
               | Telling on myself but almost everyone I know plays
               | games/works in IT. Yes, I am a man child surrounded by
               | man children/women children I suppose.
               | 
               | All up at least 10 current active VR users. Usage scale
               | ranges from "an experience 3-4 times a year" to "years of
               | daily active usage."
               | 
               | Another mate joined just recently who is not really into
               | gaming, but got a quest because he actually wanted a big
               | tv/projector but it's not feasible living in shared
               | housing. I actually told him not to, I just didn't think
               | he would enjoy it, and despite enjoying jt myself, I
               | actually don't promote it much to people I consider
               | "normies"because I know it's niche and I don't think it
               | really is for most people, but interestingly he has been
               | really happy with it entirely for movies.
        
             | AJRF wrote:
             | >> was never meant to "sell well"
             | 
             | Doubly crushing for Apple given it sold worse than their
             | low expectations, they shut the production manufacturing
             | and cut sales expectations from 800k to 400k.
        
           | consumer451 wrote:
           | I believe that the cinematographer who I was quoting has much
           | more short-term practical goals.
           | 
           | What he might be thinking is that there are 400k to 500k
           | people who have already spent $3500 on a device which
           | currently has no content. If he got 10% of them to "spend" $2
           | on his short immersive video experience, that would cover the
           | cost of the camera + shoot + profit, in his first successful
           | attempt.
        
             | Fluorescence wrote:
             | You could also say those stats show there is no market. How
             | many owners are even MAU anymore? Most VR headsets collect
             | dust after the initial wow phase passes and you run out of
             | content.
             | 
             | How much are you spending on marketing to reach those
             | users?
        
               | consumer451 wrote:
               | Those are entirely good points.
               | 
               | However, the reason that I put "spend" in scare quotes
               | was that it might be the case the these indie immersive
               | content creators get their content subsided, or bought
               | outright, by either Apple or some content app maker.
               | 
               | source: 100% supposition by someone who has never owned a
               | VR headset.
        
             | jfengel wrote:
             | I hope he finds what he's looking for. We've been fumbling
             | about to find a visual language that really clicks for VR
             | storytelling. It feels like there ought to be one, and if
             | he can find it, it can be as huge as moving pictures.
             | 
             | As it is right now it feels like those early days of film,
             | which seem incredibly awkward because they didn't know how
             | to use it to tell a story. But they were clearly casting
             | about for something they knew was there. It just took a
             | while to find.
        
           | dagmx wrote:
           | > the Vision Pro's sales up to this point justify
           | discontinuation
           | 
           | What are you basing this on though? From all accounts they're
           | pretty close to selling the number of units they could
           | manufacture.
        
             | dangus wrote:
             | I'm basing this on reports that it has not crossed the
             | million unit sales number. Possibly just barely crossing
             | the 500,000 mark right about now.
             | 
             | These are sales that are on par with the Nintendo Virtual
             | Boy.
             | 
             | And if they can't manufacture any more than that, they have
             | an even bigger problem.
             | 
             | It's now been a year and a half since the first model was
             | announced and there is no sign of a second model to move
             | the product into a more mass appeal device.
             | 
             | We saw critical follow-ups like the iPhone 3G and Apple
             | Watch Series 1/2 come out as quick releases that were in
             | retrospect very important to establishing a practical
             | device that a regular person might consider buying. I think
             | the fact that we haven't seen one yet is a huge problem.
             | 
             | If Apple couldn't make another leap in a calendar year it's
             | clear that they will never catch up to Meta. Meta is out
             | there selling a gazillion Quest 3S bundles to your local
             | Costco impulse buyer.
        
               | dagmx wrote:
               | I suspect your expectations for sales are much loftier
               | than Apple's.
               | 
               | The million sales mark was from one single report by Kuo.
               | Kuo himself previously said they were limited to ~900K
               | display units which is ~450K devices and other analysts
               | have said the same.
               | 
               | There is no other source saying 1M was the target that I
               | know of that doesn't trace back to Kuo. If they are at
               | ~500K units then they've exceeded the initial sales
               | target that Kuo himself laid out.
               | 
               | For your second point about a follow up, you're comparing
               | product announcement to product launches. The product
               | itself only launched 10months ago. You're expecting a
               | second iteration within 10 months, of an entirely new
               | product class for them ? Meanwhile other more popular
               | Apple products often go longer between releases. Even
               | Meta are around two years between products within a
               | device class.
               | 
               | Your last point of comparing to a meta quest is misplaced
               | too. They're different classes of the same device
               | category. There's no way Apple are expecting to compete
               | with a device a tenth of its price for total sales.
        
               | aprilthird2021 wrote:
               | But the products are not 10x different in quality and
               | especially there is not 10x more content on the AVP than
               | the Quest
        
           | dmix wrote:
           | Plenty of people made tons of money off 3D. Way more than 30k
        
             | Kwpolska wrote:
             | People made money off 3D thanks to 3D cinemas. 3D glasses
             | are cheap, often disposable. VR headsets are expensive and
             | clunky, I doubt we're going to see VR cinemas with
             | comparable capacity.
        
       | omoikane wrote:
       | Will this one have a global shutter or a rolling shutter? The
       | tech specs doesn't seem to say either way.
        
         | knifie_spoonie wrote:
         | Definitely a rolling shutter. I think no word on the readout
         | speed yet, but I've seen 12ms quoted for the 12K LF sensor.
        
       | kiernan wrote:
       | Which formats or types of devices would give you the best ability
       | to attempt to future-proof the capture of (relatively low short-
       | term value) home videos of random family moments?
        
       | sbochins wrote:
       | Seems like a strange thing to be building around. Lots of money
       | has gotten into VR and it has been around for a while now. It has
       | never gotten out of the geek niche and likely won't. It's the
       | only way I play games nowadays and wish it would gain wider
       | traction. But, I'm very pessimistic about normies buying these
       | headsets and watching these VR videos.
        
       | jsiepkes wrote:
       | Meanwhile I still can't even buy the Vision Pro itself in the
       | Netherlands.
       | 
       | Sure, I could get one from Germany. However I did that with a
       | Google Pixel 6 Pro and that turned out to be hell when I needed
       | to claim warranty on it. Which required an address in Germany. So
       | I'm not really inclined to go down that road again.
        
       | deadbabe wrote:
       | Maybe this is a dumb question but why can't you just record video
       | with two iPhones evenly spaced with some kind of jig and
       | synchronized the video output to get something usable for a 3D
       | video?
        
       | kazinator wrote:
       | The lenses are too close together for serious 3D. Like say you
       | want to stereoscopically shoot a cityscape from a highrise
       | building. A couple of inches of separation won't do anything; you
       | need the cameras a few feet apart.
       | 
       | What's the point of integrating two cameras into one unit, when
       | you can just capture with two cameras. It's a software problem.
        
         | Tepix wrote:
         | You eyes provide decent 3d, don't they?
        
       ___________________________________________________________________
       (page generated 2024-12-20 23:01 UTC)