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This leads us into the matter of overall cost and performance, an issue for both the consumer and the broadcaster. Current VR headsets can be divided into two categories. At the lower end are the devices you plug into your smartphone to deliver VR that’s instant, wireless and convenient. At the other, higher end, are the more powerful headsets that require a PC connection. While both can be used for a unique broadcast experience, it’s important for broadcasters to consider their target audience and their preferred platform, as this will dictate the content they deliver in the long term. P55_Omnistream.pdf 1 06/10/2016 17:11 While VR is still making its first baby steps into the vast world of broadcast, I have no doubt that with the right planning and technologies it will be hugely successful, delivering much more exciting and interactive viewing experiences that deliver on the ever changing needs of the consumer. We just need to keep content and cross-industry standards front-of-mind at all times as the technology develops. C M Y CM MY CY CMY K KITPLUS - THE TV-BAY MAGAZINE: ISSUE 120 December 2016 | 49