They (Jaunt) certainly got the VR community's and Hollywood's attention with catchwords such as
“Computational Photograhy” (in a VR film context) which lead to sizable investments.


Clear mis-sync in stereoscopic capture.
Another glaring artifact is “abrupt depth loss” in some parts of the film.

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With sizable and high end investments, comes equal responsibility of hiring the right people to create high end solutions to further Cinematic VR.

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(above: screengrab from The North Face: Climb. © Jaunt Inc. – used for educational/critique only)

Following on from the first Cinematic VR critique paper, the document below is another critique of the current state of the art in production of Cinematic 3d-360 VR films.

Disclaimer: This document is for educational purposes only and is based off observations from a less than ideal evaluation platform (screen grabs from an android phablet – the platform that the video was made for). Any insights gleaned should be taken as seed ideas only, to extrapolate and learn from.

Download the document here: Cinematic VR : Jaunt_north_face_critique