This isn&#x27;t VR film&#x27;s biggest problem.  VR film&#x27;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&#x27;s interested, there&#x27;s a good panel discussion by VR film makers about the challenges and potential of VR cinema here:<p><a href="https:&#x2F;&#x2F;www.youtube.com&#x2F;watch?v=TAmjwKjIMmo" rel="nofollow">https:&#x2F;&#x2F;www.youtube.com&#x2F;watch?v=TAmjwKjIMmo</a>