This isn't VR film's biggest problem. VR film's biggest problems are:<p>1 - Coming up with N compelling stories and endings for each of the N perspectives and actions a truly free-moving and free-acting VR user could choose.<p>2 - In life-action films, having N cameras for each of the N perspectives a truly free-moving and free-acting VR user could choose while making the cameras unobtrusive enough to not detract from the immersion.<p>That N amounts to a lot (potentially infinite) cameras, perspectives, compelling storylines, and compelling endings. This makes VR film orders of magnitude harder than traditional film, where the viewer accepts being limited to a single perspective, a single storyline, and a single ending.<p>The problems the firm profiled in this article tackles are trivial by comparison.<p>For anyone who's interested, there's a good panel discussion by VR film makers about the challenges and potential of VR cinema here:<p><a href="https://www.youtube.com/watch?v=TAmjwKjIMmo" rel="nofollow">https://www.youtube.com/watch?v=TAmjwKjIMmo</a>