VR headsets have been around for a very long time. 3D movies have been around for a very long time. The 'future of storytelling' in a VR space is only ever going to happen through gaming.
If all you're doing is putting a regular film into a floating virtual screen, that's just a regular film. If you're adding stereoscopic '3D', then that's just 3DTV. Combining those two things doesn't make storytelling any better, in most cases it makes it worse.
The overwhelming majority of people cannot tell the difference between HDR and SDR images on a regular screen. Most people don't care because they're not watching Bridgerton or Wednesday for the Dolby Vision HDR. They're watching for the characters and story and world-building. The technology doesn't matter.
Watching spatial videos on a VisionPro in the Vimeo App isn't the future of storytelling.
Just no regarding gaming. Gaming headset manufacturers aren’t even willing to make their headsets on par with non-spatial computing gaming hardware in capabilities and power which will put costs far beyond budget gamers as expected.
It makes more sense like before for substantial ability for spatial computing to support higher-end and more convenient support of text, pictorial, and video content with gaming requiring GPU horsepower and game development complexity the gaming industry as a whole is not yet ready for as they still struggle to get non-VR gaming far more efficient that necessitates higher prices anyway for ray-tracing and SSDs to be indefinitely baseline tech for game devs to rely on.
Gamers are over representative in social media and the internet. Most tech users aren’t gamers; most high-end computer users aren’t pure gamers who often cannot afford high end computing not having complimentary needs of a computer other than gaming.
Most who do easily can finance high-end gaming (spatial computing or not).
3D movies ar home has been stagnant and ill-equipped taking off with the abysmal resolution and limitations of TVs vs spatial computing hardware. This isn’t news or surprising to HCI experts.
The technology doesn’t matter argument you when doesn’t add up when HDR is more noticeable than resolution and technology absolutely plays a part in gaming moving forward you feel will push spatial computing forward:
It’s common knowledge gaming has a huge technology bottleneck with budget consumers at odds and even combative with progress of more advanced tech like ray-tracing (holy grail
of graphics), SSDs, AI-enhanced upscaling, and 4K being new staples of enjoying the hobby the industry clearly is pushing.
Spatial computing is fundamentally much more expensive than traditional computing hardware making it important for non-gaming computing use cases capitalizing on the medium better for mainstream adoption than just games.
Loss leaders attempting to make gaming the forefront are losing 14 billions a year like Meta’s approach.
Technology such as HDR does matter and a key tech that differentiates between budget and quality streaming services and hardware today.
That isn’t changing; content owners deliberately limit Dolby Vision HDR on computers over home devices to combat privacy that’s a secret as well.
In any case creatives need such HDR to take a computing platform seriously that prosumers absolutely appreciates to invest in Dolby HDR hardware for consumption and productivity.
The difference between SDR and Dolby Vision is absolutely noticeable.