The Playbook for Making Great VR Trailers Without Mixed Reality Capture – Inside XR Design

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Technical Checklist

Now let’s quickly talk about a few key technical considerations for a VR trailer. These are important because presentation speaks to competence. Even though you aren’t expected to be a studied filmographer or director, if you don’t meet the basic expectations of a trailer, people won’t be confident that your game meets basic expectations either.

Camera Smoothing

So the first thing is to use a smooth spectator camera for capturing your trailer footage. Even though the world looks normal when you’re in the headset, when played back on a flat screen the motion can look erratic because of how much the player’s head moves while playing. Adding a camera smoothing function to the spectator screen is like having a steadicam filming your trailer instead of doing it handheld:

60 FPS Capture

Second, capture at 60 FPS. Even with camera smoothing, there’s still a lot more motion in VR gameplay footage than what you see in a flat screen game, especially with how players move their hands so much up close to the camera. Increasing the framerate of your capture makes the motion more fluid, so it’s easier for viewers to really understand what’s happening on the first watch:

And of course you not only need to capture at 60 FPS but also make sure your game is running smoothly above 60 FPS. VR players are sensitive to unstable framerates since frame stuttering can be uncomfortable in a headset and kill immersion. So make sure your trailer footage is smooth to reassure players that your game will be smooth too.

Grade for Screens, Not Headsets

Third, if your game has dark scenes, absolutely consider brightening the footage either in post or in a development build of the game itself.

Your game is naturally going to be tuned to have the desired brightness in a headset, but this rarely translates to the average monitor. So make sure your footage looks bright enough to be plenty visible on a flat screen—or even a little phone screen—even if that means temporarily increasing the game’s brightness beyond how you want it to appear in the headset itself:

When I capture footage of VR games for this series, I almost always brighten dark scenes during editing to make them easier for all of you to see.

Resolution & Bitrate

And last but not least, make sure you’re capturing your initial footage and doing your final video output in high quality. You’re inevitably going to upload your trailer to streaming platforms like YouTube, which is going to crush the quality of your footage.

Uploading a very high quality source will help offset the inevitable loss in quality. And as platforms and game storefronts improve their streaming quality, you’ll have a futureproofed yourself by making a high quality master from the outset.

If you start by capturing low quality footage, or render out a low-quality finished video, it’s going to hamper all the hard work you put into making a great VR trailer:

‘High quality’ is of course an ever-changing threshold given how people’s screens and internet connections get better over time. As a general rule of thumb for 2025, I would personally aim for:

  • Capture & Output: 100 Mbps
  • Resolution: 4K (3,840 x 2,160)
  • Frames Per-second: 60

Final Trailer Example

Let’s quickly recap before our final example.

We talked about three key lessons: 1) have a hook, 2) show, don’t tell, and 3) tell a story. And we talked about several important technical considerations. In this final example, let’s watch how all of these come together in one great trailer:


Enjoyed this breakdown? Check out the rest of our Inside XR Design series and our Insights & Artwork series.

And if you’re still reading, how about dropping a comment to let us know which game or app you think we should cover next?

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Ben is the world's most senior professional analyst solely dedicated to the XR industry, having founded Road to VR in 2011—a year before the Oculus Kickstarter sparked a resurgence that led to the modern XR landscape. He has authored more than 3,000 articles chronicling the evolution of the XR industry over more than a decade. With that unique perspective, Ben has been consistently recognized as one of the most influential voices in XR, giving keynotes and joining panel and podcast discussions at key industry events. He is a self-described "journalist and analyst, not evangelist."
  • T0X1N

    Excellent article and video! Thank you for creating this! Hopefully this will help VR devs on how to create proper trailers for VR gamers. I have seen countless crap trailers for actual good games that really depreciate the initial quality of the game.

  • Awesome and insightful piece.

  • Very nice suggestions! What you call as the hook, usually is defined Unique Value Proposition in general business. What is so unique about your product? And of course this is what you should sell

  • XRC

    Great article and would like to see a follow up of how to make a suitable demo which is surely the logical extension of a trailer to build excitement for launch day.

  • Michael Speth

    Half-Life Alyx – a real game with great graphics. Unfortuantly, Meta has destroyed VR and we aren't getting very many real VR games these days and instead are getting garbage mobile ports.

    • philingreat

      did Half Life Alyx grow PCVR and made it mainstream? No, the opposite happened

  • dextrovix

    Michael Speth: "…garbage mobile ports" diatribe.

  • dextrovix

    Michael Speth reminds me of the other incel we seem to have lost around here, just a different topic.

  • David Cano

    Exactly!

  • philingreat

    the problem with virtual reality trailers in VR is that they will get most people motion sick