I like that you guys are seeking out opinions and observations from seasoned professionals, but I question some of his conclusions.
First off, he states any resolution beyond the native resolution of the headset isn’t beneficial. Now, this may be true for a fixed 2D panel. Where the viewer can see the entire screen in his FOV. But with a VR headset, we are only seeing a part of the entire image at any given time. Depending on the FOV of the headset. In the case of the Quest Pro, FOV is approximately 105 degrees.
So if a scene were to match the native resolution of headset. And any over is wasted and possibly detrimental, as the gentleman suggests. Then according to him, the optimal resolution of someone viewing on a Quest Pro should have a horizontal resolution of 1920 pixels per eye. But after that is projected on the inside of a hemispherical dome, we are only seeing 105 degrees of the that because of the FOV of the headset. Which is considerably less than the native resolution of the headset.
So increased resolution does have benefits to image sharpness. Of course, as resolution increases, there are limits to how beneficial it is. And at a certain point. Compression and bitrate outweigh any resolution gains. But I still see benefits with scenes up to 8K in resolution.
Secondly, I’m not sure about his observations about FPS. Was he using the headset standalone? Was he tethered to a PC? Sounds like he was using a PC with inadequate hardware. If he thought scenes felt like 15FPS. IDK.
His observations about double vision when looking off to the side isn’t really new. The focus feature on Heresphere somewhat compensates for that. I think SLR is working on a similar feature already.
Also, I don’t what scenes he watched. But his comments about camera distances seem to be be more about camera positioning for a particular scene. Versus a global issue with the camera set too close. And I don’t think filming at distances farther than reality is going to make for better scenes. I think that would just make for less realistic and engaging scenes.
Same thing goes with framing things towards the center. Regardless of how they subject would be framed in real life. Not sure if he used the tilt feature. But sounds like he doesn’t know about it.
I’m not questioning this gentleman’s expertise. But it sounds like he’s very new to VR. And I question many of his conclusions. I also believe a lot of his complaints can be reduced with more knowledge about the playback controls at his disposal.
Just my opinion.