Facebook closes Oculus VR, VR content industry usher in a major change

In the past year, with the giants of Facebook (Oculus), Google, Sony, and HTC launching VR devices, the concept of VR entertainment was also well-received. However, compared with the expectation of over-optimism in the outside world, the lack of exploding products that explode public interest and a large number of cheap equipment impacting the user experience is causing the VR that has been pushed onto the altar to fall into the air. Since last year, numerous investment institutions and investors have poured into the VR market worldwide, but most people have not received substantial returns. To make the VR market even worse, through the acquisition of VR's originator Oculus, the first to get involved in the VR field of Facebook came bad news. Recently, the VR heavyweight player announced that he will win the award-winning Oculus Story Studio in the future with short films such as Dear Angelica and Henry. Currently, the studio encourages its 50 employees to apply for other jobs within Oculus, and all ongoing projects will be cancelled. Facebook will cooperate with external to create VR content in the future Recently, according to a report on a foreign website, Variety, Facebook announced that the company will close its Oculus Story Studio, a virtual reality (VR) movie studio. With the Oculus Story Studio, everyone in the world who is interested in the VR industry is very familiar with it. In January 2016, Ocreal Story Studio's virtual reality animated short film "Dear Angelica" shines at the Sundance Film Festival. In September of the same year, the virtual reality animated short film "Henry" won an Emmy Award for "Excellent Original Interaction." project". As a result, Oculus Story Studio has become the top studio for content production in the VR industry. The news that it was closed has attracted worldwide attention. However, Jacquelu Rubin, vice president of Oculus's content, posted on his personal blog that "we decided to shift our business focus from internal content production to support external production." Herald that Facebook will move to external collaboration to create VR content. "We will spend 50 million U.S. dollars to fund the creation of non-game VR content. The money will be directly invested to artists to help them turn the most creative and groundbreaking ideas into reality." Jason Lu Rubin disclose. Visible, Facebook in the future will like to support the previous Oculus Story Studio, come up with huge investment, invest in external VR content studio. As a result, Facebook closed Oculus Story Studio this time and announced the failure of the previously incubating VR content strategy. Why does Facebook close the studio with plenty of success? Every VR industry person who sees Facebook shutting down the Oculus Story Studio will expect it to be false news. Since its creation, Oculus Story Studio has produced VR films "Lost", "Henry", "Dear Angelica" won the international awards, and tools for VR animation creation Quill. Moreover, Oculus Story Studio released the news before the closure of the latest movie VR project Neil Gaiman children's book "The Wolves in the Walls", the sudden closure of this can not be described too much. However, as one of the world’s largest Internet companies, Facebook, closing Oculus Story Studio is not an impulse. There are three reasons. First, the cost of production was too high. Lost spent less than ten minutes but spent $10 million. Someone has calculated an account, and according to Wang Sicong’s 400 million lives, he can only shoot for 9 hours. Even if Facebook is not bad, but so high production costs, Facebook is responsible for investors is still a considerable investment burden. Second, there is too little content. The original intention of Facebook to set up Oculus Story Studio was to provide content support for Oculus hardware products. However, Oculus Story Studio only released 3 works in 28 months. Nowadays, the sales volume of content-driven hardware in the VR industry has become a consensus. Such a low content output seems to be a foregone conclusion. Finally, the rise of external studios. With the VR entertainment concept popular, VR content production has spawned Within, Baobab, Penrose, Felix & Paul and other studios, they also produced a lot of high-quality content, large festivals such as Sundance and Tribeca Acclaimed, and each completed a substantial amount of financing. In contrast, Facebook closes the Oculus Story Studio and embraces a more flexible external studio, which is more profitable. For the above three reasons, Facebook not only closed the Oculus Story Studio, but also provided 50 million US dollars to fund an external studio to create "experimental" non-gaming VR content. Future Oculus will also provide them with opportunities such as tutorials, development best practices, and outreach opportunities. It is clear that Facebook’s move will set off a revolution in VR content production. Excitement, VR content industry is not too good After analyzing the cause and effect of Facebook's closure of Oculus Story Studio, we can determine that Facebook will continue to explore in the VR content area, although the format has changed. However, the closure of the Oculus Story Studio has triggered social debates that reflect the current paradox of the VR content industry. The seemingly endless VR industry has not been able to come up with more than the user expected explosive content, tearing the emperor's new clothes, in fact, everyone is not good. First, the VR content industry has become a money-burning black hole. We mentioned above that the production cost of "Lost" has reached the point where one minute is worth one million dollars. Such large investments in Hollywood movies are acceptable, but VR is a new industry. At a time when the hardware device has not reached a certain level, such a high production cost has become a pain point for all VR content creation players. Secondly, the VR content industry has so far failed to touch the user’s pain points, throwing away the game industry (represented by EA), the porn industry (represented by Pornhub), and the live entertainment field (mainly sports events and concerts). In addition to making breakthroughs in content production, high-quality VR movies are lackluster. Although there are already many VR short films that have won various awards, the viewing experience of users is also very shocking. However, in many users' hearts, VR viewing is just more exciting than 2D and 3D video. Some VR manufacturers are trying to deepen users' memory by using scary movies that are "scared and frightened" in order to provide users with a deep experience, but they are counterproductive. The VR content industry wants to break the game and must find the pain points of users, create audiovisual explosives that can only experience the essence of using only VR devices, and have the opportunity to spawn the VR industry's own "angry bird" phenomenon. Third, the development of hardware and software in the VR content industry does not keep pace. The production of VR content can be done not simply by shooting with a 360-degree panoramic camera, but requires continuous technological change. For example, content production methods such as light fields and sound fields, as well as production processes (including collection, writing, playback effects, and content propagation speeds, etc.) need to be improved and improved. The closure of Oculus Story Studio by Facebook has a profound impact on the VR content industry, although it has brought many positive benefits to the external VR content studio. But from a capital perspective, Facebook's closure of Oculus Story Studio will add to the VR content industry. The VR content industry is under this impact, and investment enthusiasm will be impacted. If we want Nirvana to be born again, we can only see the light of the future by passing through this can and producing truly good content.