What is still missing from the mature VR sports broadcast?

OFweek VR Web News When it comes to VR innovation industry, the sports field has always been one of the topics that people are talking about. Although we can easily imagine the combination of VR and sports, the actual operation is completely different. As VR broadcasters start signing cooperation agreements with the world's largest sports leagues, VR live broadcasting has slowly matured, but this use case still needs to solve many difficulties before it can truly move into the mainstream.

If you have Gear VR or Daydream in your hands, you can already watch the highlights of the NBA Finals this week. NextVR will provide fans with exclusive commentators, broadcast audio streams, multiple camera angles, and CGI elements composited into video feeds. This is quite remarkable. VR game play has begun to catch up with the broadcast of sports broadcasts during prime time.

In the past 12 months, VR sports broadcasting has obviously matured. For example, Intel has signed a cooperation agreement with MLB. Both parties will regularly broadcast VR event videos to fans every week.

From boxing, football, to football and Olympia, I (Ben Lang) have already experienced a variety of VR sports applications, but I have never sat down to finish a game completely, because the experience is still There is no critical link. For this reason, I interviewed NextVR Executive Director David Cole on this issue.

Let me watch the game with friends

In terms of entertainment, sports is a relatively unique area because sports are mainly in real time and social.

"Contest" is the main reason why sports fans sit together to watch live broadcasts. But for most of the audience, watching replays or recordings seems boring. Many fans think, "If it isn't for real-time games, it's better to see the final score directly or to appreciate the highlights of the event."

Although well-known VR sports broadcasters NextVR and Intel's True VR already provide some "live" services, social elements are completely missing in the experience. Although a small number of die-hard fans may be willing to watch the game alone, I personally prefer to watch the live broadcast with at least one friend.

The crowded stadium is not just a set of venues, but a social element in the physicalization of sports. But when you put on a heads-up and watch the game in VR, you are completely isolated from the people around you and lack the ability to share the live broadcast with others, which is an essential social entertainment It doesn't make much sense.

Which of the following two options do you prefer? 1. Watch the game with friends on an ordinary TV set; 2. Watch sports events in VR, but only you alone. This is the choice that the current user needs to make, and this is also a problem that obsesses VR events.

In this case, why can't we watch sports events in VR with friends? David Kerr, NextVR's executive director, gave an explanation. He said that a series of technical challenges made this obvious function difficult to realize:

“There are still some thorny issues for VR live streaming. Traditional segmented streaming infrastructure does not allow multiple users at different locations to perform precise synchronization or disallow use of different ISPs (Internet service providers). (Business) or CDN (Content Delivery Network).” Cole said, “Imagine if you and I are watching (NBA Finals) and you see 30 seconds ahead of me. What will happen? If the score is very entrenched and there is not much time left, then if you have already celebrated the 3-pointer goal before I see it... then it will be really bad for me.”

Cole said that NextVR is about to launch some form of social elements and they are currently testing. He expects us to see the emergence of social features this year, and I hope this will stimulate NextVR's competitors to keep up.

He also supplemented the social nature of VR sports broadcasting. With regard to the problem of what a VR social movie looks like, he believes that pure audio feeds between viewers are not enough. Cole said: “...have you ever tried to open a game at home and then called a friend? Yes, I did not. This is a question worth considering.”

Let me watch the game through my own headlight

Another difficulty for VR sports broadcasting for end users is the availability of the platform. Due to the special nature of the work, I was fortunate enough to use all the head-mounted displays on the market. But obviously, most users have only one heads-up, and the specific head-up you have will determine the VR sports you can actually watch.

You may think that high-end headlines such as Rift and Vive (above $500) should provide most of this content, but the exact opposite is true. Most VR sports applications and platforms are limited to Gear VR.

This is particularly puzzling for Rift users, as Rift and Gear VR are based on Oculus's app store. Even if you have an expensive high-end headshot, but you still can't watch the content that appears on the relatively lower end, you can imagine how frustrating this is. It feels like a movie can only be played on DVD, but your Blu-ray player is useless.

Even more bizarre is that Oculus itself has provided funding for VR sports content, such as the sports documentary "Follow My Lead," but this content is only available to Gear VR and does not support Rift Head.

With support for Gear VR and Daydream, NextVR actually covers more platforms than most VR sports broadcasters (supports only one platform). However, NextVR is not compatible with most mainstream high-end heads (HTC Vive, PSVR, And Rift). So we still have a long way to go from the vision of “only having heads to watch events in VR”.

Kohl said that for the NextVR, starting from the mobile side is more reasonable. This is because it is easier to aim at a technically limited platform than to focus on high-end platforms first, and then spend a lot of effort on optimizing.

He said: "...it is the most difficult to do mobile, because it requires a lot of optimization to provide an excellent experience for the entire NBA game or concert. Mobile development requires a lot of resources."

For VR sports broadcasters, there is another important factor first for Gear VR: This is the largest VR platform on the market, with more than 5 million Gear VR headsets on the market. If you want to choose a platform to start, you certainly want to choose a platform that can attract the most eyeballs (especially for sports broadcasts), so you will choose Gear VR.

According to market reports, 500 Gear VRs are even more installed than Rift+Vive+PSVR. According to Cole, "The number of (mobile) users is the highest, so we cannot ignore this market."

But he confirmed that NextVR eventually hopes to have a wider range of platforms, and the next support platform is coming soon. "There are many platforms that will appear in NextVR. The next platform is already available before the end of summer."

What about the remaining VR sports broadcasters? Cole said: "I think that all VR broadcasters this year will provide more platform diversity."

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