VR+ sports is a false statement? Check out how interesting the NBA is with virtual reality.

- Jan 11, 2018 -

"VR+ sports" is a false statement? Check out how interesting the NBA is with virtual reality.


As one of the most successful sports leagues on the planet, the NBA is known for its superb athletic ability, cutting-edge business thinking, and a reasonably innovative system. As now we are still in research or question one optimistic VR industry research report, the NBA has introduced VR from the various related field, with its era in VR, as usual, kept the alliance dimension advantage.

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NBA and VR, a firm and low-key fusion.

In the recent NBA North America digital live premium package, we saw the words VR service. This means that after two years of testing, VR live broadcasting has become one of the ways to live in the NBA.

In fact, the NBA has embraced VR live. As early as 2015, the NBA and NextVR partnered with the warriors to live a VR broadcast of the 15-16 season, including the golden state championship rings. In the same year, the NBA authorized VR to live the bulls vs celtics at the CES convention in Chicago.

The industry's concern about VR broadcast is clear, and there are too many problems to be solved from the technical point of view. The NBA is well aware of these difficulties, but it still maintains its confidence and effort in VR. The NBA know, on the way to conquer technical bottlenecks to be able to provide the biggest help, is to keep yourself in North America's third largest sports league position, and unswervingly to the partners to provide quality content. The smart business maintains its patient and tenacious tradition, waiting for VR to become the core of its next leap.

The NBA's positive attitude towards VR has directly promoted the development of VR live broadcasting in sports events. As mentioned above, NextVR has now grown into a provider of professional sports events and live entertainment solutions. Its products support almost all mainstream cable and mobile VR devices.

In other words, any device that can support VR in our hands can be used to watch the VR live broadcast in the NBA.

As a result, the NBA is not a gimmick to add VR as a selling point in the new season's digital package, apparently in a serious and serious market for VR users.

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The charm of VR live games.

For the fans, there is nothing more enjoyable than watching the game.

In the VR live broadcast of the NBA game, users will have two freely switched perspectives, one on the bottom of the basket and the other on the score table near the center line. What's the difference between the two?

Let's look at the bottom of the basket. In fact, this Angle is very similar to the time we were in line when we were in the field, but the height of the frame gave us a very comfortable view of the entire half-time arc. The impact of the two fast attack and defense conversion would be strengthened, at the same time, different from skybox live way pay more attention to the presentation of a shooting results, under the perspective of VR we are able to have closer sights to see players dribbling, breakthrough, shooting, and details, more intuitive experience against the aesthetic feeling of movement.

If the perspective of the basket allows the audience to focus on the players and the game itself, the scoring perspective is tailored to the audience's immersive experience. In this perspective, we can see not only the players about to promote the exchange of anxiety pacing around the coach can still be seen, you can even hear during a break in the coach's tactics arrangement and communication of the players (where have higher than seeing ads). If you're at home to the lakers, knicks, or nets, maybe you'll be able to meet your Hollywood god/goddess in less than 5 meters on both sides. Yes, this is the treatment for VIP seats in the front row, but it's not surprising that these places are priced at $10,000. And VR can help us deal with this terrible price gap, breaking the space limit and moving us to this location in a blink of an eye. It doesn't sound too good.

At the same time, there is another meaning to the NBA's VR broadcast: it is a truly private, private, customized experience. In addition to the above mentioned point of view of focus on experience, fans can also through the elaboration of volume to strengthen or weaken the presence, and use the hands of the equipment real-time query player data, etc. "Box function" is already open in the NBA's VR live broadcast, and fans can invite the three or five friends who also have VR equipment to watch the ball, so that they can experience the fun of the party. Using VR to watch the NBA's most interesting experience is you and you can't live fans cheered together or boos input, and the affection of such substitution is how good headphones and PC monitor can give.

Problems remain, and domestic expansion is harder.

After touching the excitement of the future, we still regret to find that the current VR broadcast is a long way from replacing the traditional TV and webcast.

Problem one: hardware, hardware, hardware.

At present, the resolution of vr products is quite different from that of PC, and the effect of live broadcast on the quality and sound is obvious. Of course we don't want such a free perspective to give us the mosaics experience, not to mention the loss of light, ghosting and images caused by equipment problems. Short time delay recorded may be a temporary solution, but the game result is often decided between the crackle, now the big pause time, you decide to go to the toilet to relieve the mood, to pray for his team, by the way, and live your VR than upstairs to use the TV viewing of opposition fans delayed half a minute, just imagine when you return to room with a uneasy heart, just a headset could "through" back to match the scene, the opposition fans from upstairs to kill piggish cheers... Well, that's the most painful revelation in the world, isn't it?

Problem 2: comfort, comfort, comfort.

The same problem also appear in other VR experience, want to know an NBA game the fastest also need an hour and a half, and VR immersive experience brings to us is one of the biggest convenience does not need to be forced to go to the advertising during a break in, also means that the user needs to wearing VR equipment for more than an hour. Aside from the problem of vertigo and hearing fatigue, wearing VR devices for more than 30 minutes is enough to make some people take off their equipment and don't want to wear it again.

Domestic promotion death hole: bandwidth, bandwidth, bandwidth.

As the exclusive network broadcast partner of the NBA in China, tencent sports does not provide the exclusive VR broadcast function. It is still the main selling point of "the perspective of god" (from the perspective of the field and from the press box) and blu-ray. It can be seen that tencent is very cautious about VR live broadcast of the NBA, and it also reflects the fact that domestic VR broadcast is not yet marketized.

So, what are the difficulties facing domestic VR live broadcasting?

In fact, the 360 panoramic collection equipment required by VR live is not a novelty in China, and the device update of the C terminal is changing rapidly.

The core of the problem appears in bandwidth.

The personage inside course of study thinks, because so many people watching live, single or several servers simply outweighs, so as long as it is live video need CDN network to transmit the broadcast signal distribution to each player. This link is the biggest problem of VR live broadcast, and it is also the most expensive link. Live streams of VR, we see the bandwidth required of the ordinary live 4 to 6 times, 4 to 6 times higher bandwidth costs are corresponding, and our country's public to host more than 4 m VR live transmission of the truth also is very difficult, it is difficult to guarantee the viewing experience. So, how can you ensure that such a large code rate of VR live streaming? How can you lower the cost of bandwidth? At least not yet.

This problem involves the question of population, infrastructure, relying on the enterprise itself is afraid is difficult to improve in a short period of time to make, and domestic VR can only live in the bottleneck, flat after looking forward to break through the difficulties.


Guangzhou Easyfun Animation Technology Co., Ltd is a professional manufacturer of 4D/5D/7D/9D/12D/XD cinema, 9D VR (9D virtual reality) cinema equipment and all the VR Theme Park equipment we also manufacture other amusement equipment. We have strong development team for producing cinema and movies and other animation products. Our factory is located in Guangzhou - the largest game machine production base in China.


Market leader in out-of-home multi-sensory interactive attractions, EASYFUN has created the most technologically advanced immersive and interactive media-based simulators for both the entertainment and edutainment markets. With installations in over 100 countries across all continents, EASYFUN continues to push the limits and allow guests worldwide to "live the moment". Since 2006, EASYFUN has operated its own studio to develop state-of-the-art custom content for its attractions. EASYFUN is a privately held company based in China with offices in Guangzhou and Hong Kong.


Now Easyfun already set up a branch company in Indonesia, and meanwhile we have exchange and cooperation with USA team, Australia team and Korea team. Our aim is to be a great internationalized company in entertainment industry.

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