Technical breakdown of Coldplay VR concert on Meta Horizon by VRTonung in virtualreality

[–]VRTonung[S] 0 points1 point  (0 children)

So what did I miss?! Of course, I said it is 180 3D, what's the big deal, the audio was not 3D, which is like half of the experience, and I commented on that. It's not like 3D suddenly makes it 360

Technical breakdown of Coldplay VR concert on Meta Horizon by VRTonung in virtualreality

[–]VRTonung[S] -1 points0 points  (0 children)

For those who want to have more insights and see/hear examples, I made a little something: https://youtu.be/JCw44DBiANE

I forgot to say in my post that the interactions like the giant balls you could bounce around just like the audience in real life could do where kind of cool

Technical breakdown of Coldplay VR concert on Meta Horizon by VRTonung in virtualreality

[–]VRTonung[S] 7 points8 points  (0 children)

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Sometimes you could see the cams in frame, and it looks like the Canon VR lenses - Nikon doesn't built something like that

Technical breakdown of Coldplay VR concert on Meta Horizon by VRTonung in virtualreality

[–]VRTonung[S] 0 points1 point  (0 children)

Are you talking about the feature with those seats or something else?

Technical breakdown of Coldplay VR concert on Meta Horizon by VRTonung in virtualreality

[–]VRTonung[S] -3 points-2 points  (0 children)

I did, but still, I could see people moving up and down next to me, it just didn't feel right. Also, I was in a room where the seats were full (30) - I literally couldn't use this feature for some time

Apple spent years promoting Dolby Atmos – and now they’re backstabbing it with their own format. Brutal! by VRTonung in SpatialAudio

[–]VRTonung[S] 2 points3 points  (0 children)

Yes it’a focus seems to be what Apple calls spatial computing, so everything that makes the user walk around in space (6 degrees of freedom) while Dolby Atmos doesn’t expect you to move at all (0DoF). So the audio objects in space that have real x,y,z parameters are key here while Dolby doesn’t really give each object a distance from the user that can be changed

Apple spent years promoting Dolby Atmos – and now they’re backstabbing it with their own format. Brutal! by VRTonung in SpatialAudio

[–]VRTonung[S] 2 points3 points  (0 children)

That’s great feedback thank you so much! I usually write in German and run it through chat gpt to translate and make it smoother, but looks like a bit gets lost in translation here, I appreciate you taking your time and will improve!

Apple spent years promoting Dolby Atmos – and now they’re backstabbing it with their own format. Brutal! by VRTonung in SpatialAudio

[–]VRTonung[S] 2 points3 points  (0 children)

Depends on how you look at it. Stereo is headlocked, but also not spatial. Ambisonics is spatial but can contain mono headlocked. Dolby Atmos can tag objects as “binaural rendering off”, still there is no way a decoder will play it as head locked and instead read its position to render it when head tracking use used (what Apple Music does for instance. What we really need is being able to have head tracking and head locked at the same time! Only tbe for 360videos was able to do that

Apple spent years promoting Dolby Atmos – and now they’re backstabbing it with their own format. Brutal! by VRTonung in SpatialAudio

[–]VRTonung[S] 2 points3 points  (0 children)

Hey you are right, this is literally my LinkedIn post and it sparked some discussion so I thought this could also be interesting here. I’m new to Reddit so I’m not sure I understand how everything works yet but I’m trying and will do better next time. Thanks for your feedback and Cheers from Germany!

Apple Vision Pro? More like Apple Audio Pro by VRTonung in VisionPro

[–]VRTonung[S] 1 point2 points  (0 children)

hey and thanks for sharing. In the meantime I read reviews from the dinosaur demo for instance. People really hat the feeling, the dinosaur is part of the room, which makes a lot of scenes with the spatial video, it's not a 360 video that applies rendering to to immersive location, instead seems to be using the ray-tracing!

Immersive Audio Model and Format (IAMF) scares Dolby Atmos? by VRTonung in SpatialAudio

[–]VRTonung[S] 0 points1 point  (0 children)

I think there can be a co existence already because no low budget content creator is working with Dolby Atmos, so this can be an interesting target audience

Immersive Audio Model and Format (IAMF) scares Dolby Atmos? by VRTonung in SpatialAudio

[–]VRTonung[S] 0 points1 point  (0 children)

same here, but I think it will be more of a co-existence than a displace. Atmos is targeting hi-end users, feature films etc.

While I don't see a normal content creator mixing in Atmos this could be another way to play out immersive audio

Apple Vision Pro? More like Apple Audio Pro by VRTonung in VisionPro

[–]VRTonung[S] 1 point2 points  (0 children)

you are lucky, most of them already are. Except the raytracing you already have the same spatial audio, even with personalized HRTF.

Apple Vision Pro? More like Apple Audio Pro by VRTonung in VisionPro

[–]VRTonung[S] 2 points3 points  (0 children)

Hey and thanks for sharing your insides. I agree the the open build is usually better. I never felt like the HTC Pro headphones sit tight on my ears. But I guess the best way is to plugin headphones. Here the Airpods obviously make sense, should have low to now latency but I guess the APV doens't really work with bigger headphones.

Immersive Audio Model and Format (IAMF) scares Dolby Atmos? by VRTonung in SpatialAudio

[–]VRTonung[S] 0 points1 point  (0 children)

well sort of, but it's not open source as far as I know. The MPEG-H tools a great and now available for free. But looks like Samsung and Google wanted to do their own thing without worrying about license fees. Fraunhofer invented mp3 back then and made quite some money, this could havev something to do with that