Using 360° video in virtual reality (VR) applications has some notable limitations despite its immersive qualities. Firstly, the quality and resolution of 360° videos can vary significantly, and if the video is not high enough in resolution, it can lead to a pixelated experience. This problem is particularly evident when users look around in the space because as they shift their focus, they might notice a drop in clarity. For instance, a video shot in 4K resolution might seem acceptable initially, but when viewed on a VR headset, it may still feel less detailed compared to native 3D content designed for VR.
Another major limitation is interactivity. Unlike VR applications developed using 3D modeling and animation, 360° videos are pre-recorded and do not allow users to interact with the environment in meaningful ways. Users can look around, but they cannot manipulate objects or change aspects of the scene. This leads to a more passive experience, restricting the depth of engagement that users can achieve. For example, if a 360° video showcases a concert, viewers can watch the performance from different angles, but they cannot interact with the band or the surroundings to explore the backstage or engage in different activities.
Finally, there are challenges with accessibility and compatibility. Not all 360° videos are created for every VR platform. Issues related to frame rates, file sizes, and streaming capabilities can impact the playback smoothness, which might frustrate users. Additionally, viewing 360° content often requires specific hardware, like VR headsets, making it less accessible for users who may not have that equipment. For instance, a 360° video may look great on a high-end device but might not perform well on older or lower-end VR hardware. These factors can limit the audience reach and the overall effectiveness of 360° video in delivering a fully immersive VR experience.