Behind the scenes: How the NBA of VR was made


Four minutes after the start of the second quarter of the game between the Kings and the Spurs last Thursday, the Kings' Matt Barnes grabbed the ball on the three-point line and he saw the team's star center Demarcus Cousins ​​in a free zone and a defensive deal. So he passed the ball neatly to Cousins. The decisive and uncontroversial dunk of the latter made the audience seat go crazy. The atmosphere of the lively celebration was even more enthusiastic because it allowed the Kings' home advantage to continue.

For the fans who watched the game on the free preview of the Samsung Gear VR's NBA League Pass, the atmosphere was not compromised at all. After all, they were watching the game directly from the perspective of the rim.

Beginning in Sacramento

Last year, the NBA handed the Warriors the first game of the season (against the New Orleans team) to NextVR for live broadcast. The company is known in the industry as a provider of VR sports streaming video streaming. After connecting Samsung Gear VR, their app can be downloaded and run on a compatible Samsung mobile phone. The first live broadcast had a kind of meaning to prove that this method was feasible. The NBA immediately stated that it would broadcast a match to subscribers of League Pass weekly. Of course, they needed a Gear VR headset and a compatible Samsung mobile phone.

It would be awkward to combine the debut of the VR Live and Golden 1 Center, the new home of the Sacramento Kings, in the first season of the regular season. Under the big boss Vivek Ranadive, this is the highest technology arena in the United States, at least covered with enough fiber optic cable so that everyone in the routine can connect to wifi and send photos on their social networking pages. For fans who can't get to the scene, it is also the best visual experience they can get.

Lens and scene

In the NextVR system, there are eight shots, one on the court side scoreboard, one on the bottom of each rim, one on each of the two teams’ preparation rooms, and one on the front row (“bowl”) seat that provides the entire field of view. There are two moving shots that are located on the side of a reporter.

VR Live is working hard to bring the best live experience - watching players and spectators in close quarters, the powerful sound system in the stadium - and the best TV viewing experience - detailed explanations, instant playback, and edge-on-screen Match data - combined. This seems to be almost a success, but users can't choose their own angle other than the golf game. In the golf tournament live broadcast, the audience can choose to look at the swing angle, the perspective of the hole, or watch a round with an athlete.

In the studio, the competition’s director will demand that the camera be played at the same speed as the live TV broadcast and be played back in real time.

However, in order to deal with the vertigo that viewers may see when playing in VR, the process is slightly different. The director will stay at a certain point for a longer period of time to prevent quick switching that may cause dizziness. To some extent, NextVR's live stream feels like it has derived a new standard for live broadcast clips so that viewers can use these eight shots to the fullest extent possible in VR to get the best possible experience.

NextVR CEO David Cole said that the audience sees from their Gear VR about 20 seconds delay with the actual time, but if the quality of the headset passes, the time difference between the audience cheering and the shooting action is almost impossible. Perceived.

Stadium seats

The first game of a new stadium is always a very exciting experience, surrounded by more than usual fans, as well as new equipment, especially the 84-foot giant screen, equivalent to the size of the 18 Tiran . But the only not-so-good thing was that the reporters who reported the next live live broadcast of Next VR would feel missed the party in a small studio in the ground tunnel. After all, the deafening cheers went through several layers. The concrete can get to you. The NBA also needs to circumvent their own regulatory strategies for League Pass. After all, the League Pass is also an off-market visual package that allows everyone to experience the game.

The most common lens language for the entire live broadcast is to dissolve the transition from the perspective of the underside of the basket to the perspective of the scoreboard, and then transition to another basket. But the rhythm of the game is sometimes very fast, so the conversion of the shots may be in a hurry. This requires the audience to remember which half of the court they are on and from which perspective the game is being watched. Although this gave the key players of the time a more immersive viewing angle (like a thin square from a thin rectangle), there was a certain learning cost.

There is also a funny bug. Players know how to show themselves in front of the traditional TV camera, or avoid them when playing (of course, they can't escape from the sky after dunking), but the VR lens is too hidden, and even the audience on the sidelines watch it. Not their existence, so occasionally the audience can only see a player's broad back or belly in their heads.

Now talk about money

The NBA did not provide the number of subscribers, and no one would like to reveal what the expected amount of "experimental" viewing of this season is. However, the NBA released League Pass data, we can probably see the size of this market. There were a total of 200 million 670 million views throughout the 2015-2016 season, and the NBA said subscribers had increased by 10%, but did not provide specific figures. There are 1,230 games throughout the season, so about 21,700 games per game are watched. And Samsung Gear VR plans to sell 5 million devices in 2016, so there is a lot of room for growth among NBA fans and early VR believers.

Until the end of the regular season, every Tuesday night's game is in the NBA's off-market live broadcast program, including the evening to the Lakers VS. Indiana Pacers, which can be watched through the League Pass free trial. However, it seems that the NBA does not plan to place the finals broadcast by TNT and ABC in the VR live broadcasting program. The more the finals are, the fewer the remaining teams are, and the higher the fare is, the more opportunity to watch on the spot will be even more rare. It seems that this is an excellent opportunity for VR Live to play its role. However, if the finals will not be played, there are still many exciting games to experience: James and the Cleveland Cavaliers will appear in two VR broadcasts, the Warriors most, there will be four VR broadcasts throughout the year.


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