Let's talk about how Facebook is screwing us in VR.
A major use case of @BigscreenVR is like the "iTunes of VR": we offer 3D movie rentals for $4.99.
Digital Video distributors like @BigscreenVR give movie studios 60-80% of each transaction.
Oculus also has movie rental features, and similarly pays movie studios a % of each transaction.
However, Facebook is forcing Bigscreen to pay 30% for every movie rental sale we make.
It is financially impossible. Oculus makes money from their competitive video store, but Bigscreen's video store must pay Oculus: we lose >$1 for every $1 we make.
We asked for help, Facebook told us to find a better business model like games.
1/ What people don't understand about Apple's advantage in creating a world-class AR headset (versus HoloLens or MagicLeap):
Apple is shipping the core pieces of an AR headset today to hundreds of millions of users
2/ Every iPhone now has a depth sensor.
Apple will ship nearly 100 million depth sensors in 2018/2019. They have successfully miniaturized (with a low cost BOM) the fundamental sensor for inside-out positional tracking of any headmounted VR/AR device
3/ The most powerful silicon in the world. The in-house designed A12 SOC is leaps and bounds faster than any other mobile CPU/GPU. You know what's compute intensive? AR.
Some awesome VR tech at @siggraph 2018 this week, including @KNLstudio's face/body mocap and Pinscreen's photorealistic avatars, both relying on the iPhone X
OH MY. The latest version is absolutely mind blowing.
Look at those expressive eyes & eyebrows, the lip & cheeks, and the subsurface scattering on the skin!
This is Pixar-level, in real-time, without a mocap studio or render farm. @IKINEMA@Xsens@KNLstudio y'all are geniuses