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When does everyone think VR shows / porn will actually gain traction?

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I don't know what goes on in other people's head when they're getting their rocks off solo, but most of the time I'm watching porn, my fantasies take over after a while. All the technology and interactivity gets in the way of that. I mean, there are people who prefer photos or pornographic literature to HD porn movies.

Anyway, right now, everything's a "demo". We're not at the point where there's a combination of VR, AI and interactivity in adult. Without those things in place, all you get is a predictable response that loses its appeal after a couple of run throughs. That's what it would take for me to get interested. I'm not even sure it's possible with live action, and with 3-D models, you can get the whole "uncanny valley" thing happening. With that said, I'd be interested in checking out the current state of the art, if they were to demonstrate it at the local sexpo.
 
My third time around with VR, every time it was amazing and going to change everything. It's a fun trick of light and motion. Better now than it was 30 years ago, or 15 years - and yet the same old thing a little revised. I'll take 320x240 creativity over ultra HD dermatology. Why do I want to reach out an touch the ultra HD girl on the screen just because she looks real? I don't grab at random women in line at the grocery store.

Yeah, it's cool at first. And then you realize it's no more revolutionary grandpa's slide projector.
 
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Yeah, if you're comparing VR to 3D then I gotta doubt you've tried it tbh. It is a HUGE gamechanger, and the potential is only just being really hinted at. A VR Porn event in Japan had to be cancelled because too many people showed up and blocked the street. The GearVR is only a hundred bucks, and works with any of the current gen phones. I have one, and every person I tell about it wants to try it, and after trying it says they're going to get one ASAP. I have only watch one VR porn video so far(there isn't much content that hits my buttons yet) but it's fucking awesome, and well worth it.
 
There is actually a demo available on the Rift. A sexy chick is walking around her apartment undressing, and you're standing IN the room with her, you can look and move around, it's as if she is right there with you, your instinct tells you to reach out and touch her.

If you try VR for a game or experience (there are a whole lot of experiences, like being underwater in a reef, for example) you'll understand why being IN a porn scene is different than watching it on your screen.

You just have to try VR before making judgment on it.

edit: adding this to emphasize something



This, as this flat video, does not really give you the full effect that you get when you're IN it... Unless you actually try on a headset, you just won't "get it".

Oh man that's awesome but gave me anxiety because I'm kinda scared of the ocean LOL


IMO I think it will one day be available to audiences who are srs about their porn or already have VR gear. It seems pretty cool just thinking if you can also supplement using sex toys that react with eachother too. Do I think it'll happen anytime soon? Probably not until the prices for all that stuff goes down more.
 
I think stereo 180 could be big for cam girls. Big butts will pop out in 3d. Cleavage will look amazing. It can be combined with interactive toys , and voice for a more personal experience that justifies a higher price to access.

Like every one has already said. Access is a huge factor. Just getting people to try google cardboard can be challenging. WebEye VR tried to do a kickstarter for stereo 160 and it belly flopped. So right now go pro is cheapest option for stereo 180. But there are no cam sights stream 180.

Right now it probable be easer for a model to stream to client over Skype or some thing. But then they'd have the challenge of getting paid.
 
We have had a tremendous amount of interest in our CAM4VR. I'd like to attribute that to our amazing team and PR initiatives, and that's true to some degree, but I also think it's just inherently part of the VR craze. While the vast majority of porn consumers won't adopt it for quite some time, it is without a doubt on the upswing. We're happy to be the first to deliver a quality VR experience for our users. The feedback from performers and consumers alike, has thus far been overwhelmingly positive.
 
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@GUNNER I think it's great that cam4 is so forward thinking!

Have you considered stereo 180?

Thanks for the praise.

We're looking at all delivery methods, but for now we're happy with our VR solution and don't have plans to implement any new technology beyond what we've put in place today.
 
I'm so late to the game here. I've produced adult VR content in pretty much every form it exists: 180 3D, 360 3D, holograms, a holographic dating simulator, green-screen live cams and now CAM4VR, which is a 3D 360 live cam experience optimized to have low bandwidth demands for the sake of running on everything from a cell phone to a big damned Oculus Rift.

It's a slow point in the market, to be sure, but user adoption is quickly amping up and I would argue that this is the prime time to claim your stake in the game (which is why I do what I do). CAM4VR has had an incredibly positive response and the platform, both software and hardware, are rapidly improving on multiple spectra.

I think it's fallacious to compare VR to old school 3D tech. The ratio of value change to tech cost for 3D was too low. You needed expensive new tech for what ended up being a small change in the value of the experience. With VR there is a tech cost, certainly, but it's low. According to Forbes [1], the Galaxy 6S Edge and the Galaxy Note 5, both of which are optimized for general VR headsets and compatible with the Gear VR, are two of the top four selling smartphones on the market. Samsung has vastly outsold iPhone this year [2] as well, which really says a lot. These are the phones that are leading the way to general consumer adoption of VR beyond the scope of the devoted enthusiast who is willing to spend the money on a desktop VR headset and the requisite computer to run the hardware and the software.

Additionally, someone noted that the big thing that will push consumer adoption and engagement of VR are free headsets with mobile phones. Samsung actually did this with the Gear VR twice [3] [4] already this year and I'm sure those aren't the last times we will see this occurring.

With regards to 180 vs 360, why offer 180 when you can offer a 360 experience with little additional cost? Users feel more immersed in a live experience when they can look around and see my actual bedroom and all the weird shit that makes me the weirdo I am. The more I can do to craft the experience to make my user feel intimately connected with me, the better everyone fares. If you can introduce 360 without wasting data, as we have managed to do, it's a winning opportunity. 180 would be a downgrade at this point. Now if the conversation is monoscopic 360 vs stereoscopic 180, then I wholeheartedly agree that 180 3D is the better choice. In my experience talking to VR consumers, users don't feel like monoscopic productions even count as VR (and redditors, who offer the most feedback, are a bunch that will not hesitate to let you know exactly how you feel).

As a performer, I actually love camming in VR whereas I often found myself procrastinating and putting off regular camming. I feel a stronger sense of connection with my viewers knowing that I completely dominate their attention and that they're wholly immersed in the space I've designed for their enjoyment. I can more thoroughly convey the persona I've cultivated, which opens their hearts and their wallets. I find that VR users treat me with more kindness and are more likely to police each other's behavior when someone acts like a turd. I absolutely love it.
 
I'm so late to the game here. I've produced adult VR content in pretty much every form it exists: 180 3D, 360 3D, holograms, a holographic dating simulator, green-screen live cams and now CAM4VR, which is a 3D 360 live cam experience optimized to have low bandwidth demands for the sake of running on everything from a cell phone to a big damned Oculus Rift.

It's a slow point in the market, to be sure, but user adoption is quickly amping up and I would argue that this is the prime time to claim your stake in the game (which is why I do what I do). CAM4VR has had an incredibly positive response and the platform, both software and hardware, are rapidly improving on multiple spectra.

I think it's fallacious to compare VR to old school 3D tech. The ratio of value change to tech cost for 3D was too low. You needed expensive new tech for what ended up being a small change in the value of the experience. With VR there is a tech cost, certainly, but it's low. According to Forbes [1], the Galaxy 6S Edge and the Galaxy Note 5, both of which are optimized for general VR headsets and compatible with the Gear VR, are two of the top four selling smartphones on the market. Samsung has vastly outsold iPhone this year [2] as well, which really says a lot. These are the phones that are leading the way to general consumer adoption of VR beyond the scope of the devoted enthusiast who is willing to spend the money on a desktop VR headset and the requisite computer to run the hardware and the software.

Additionally, someone noted that the big thing that will push consumer adoption and engagement of VR are free headsets with mobile phones. Samsung actually did this with the Gear VR twice [3] [4] already this year and I'm sure those aren't the last times we will see this occurring.

With regards to 180 vs 360, why offer 180 when you can offer a 360 experience with little additional cost? Users feel more immersed in a live experience when they can look around and see my actual bedroom and all the weird shit that makes me the weirdo I am. The more I can do to craft the experience to make my user feel intimately connected with me, the better everyone fares. If you can introduce 360 without wasting data, as we have managed to do, it's a winning opportunity. 180 would be a downgrade at this point. Now if the conversation is monoscopic 360 vs stereoscopic 180, then I wholeheartedly agree that 180 3D is the better choice. In my experience talking to VR consumers, users don't feel like monoscopic productions even count as VR (and redditors, who offer the most feedback, are a bunch that will not hesitate to let you know exactly how you feel).

As a performer, I actually love camming in VR whereas I often found myself procrastinating and putting off regular camming. I feel a stronger sense of connection with my viewers knowing that I completely dominate their attention and that they're wholly immersed in the space I've designed for their enjoyment. I can more thoroughly convey the persona I've cultivated, which opens their hearts and their wallets. I find that VR users treat me with more kindness and are more likely to police each other's behavior when someone acts like a turd. I absolutely love it.

Wow, thank you for that. I'd honestly love to learn more about your productions, the process, ect. Shooting you a DM
 
I'm so late to the game here. I've produced adult VR content in pretty much every form it exists: 180 3D, 360 3D, holograms, a holographic dating simulator, green-screen live cams and now CAM4VR, which is a 3D 360 live cam experience optimized to have low bandwidth demands for the sake of running on everything from a cell phone to a big damned Oculus Rift.

It's a slow point in the market, to be sure, but user adoption is quickly amping up and I would argue that this is the prime time to claim your stake in the game (which is why I do what I do). CAM4VR has had an incredibly positive response and the platform, both software and hardware, are rapidly improving on multiple spectra.

I think it's fallacious to compare VR to old school 3D tech. The ratio of value change to tech cost for 3D was too low. You needed expensive new tech for what ended up being a small change in the value of the experience. With VR there is a tech cost, certainly, but it's low. According to Forbes [1], the Galaxy 6S Edge and the Galaxy Note 5, both of which are optimized for general VR headsets and compatible with the Gear VR, are two of the top four selling smartphones on the market. Samsung has vastly outsold iPhone this year [2] as well, which really says a lot. These are the phones that are leading the way to general consumer adoption of VR beyond the scope of the devoted enthusiast who is willing to spend the money on a desktop VR headset and the requisite computer to run the hardware and the software.

Additionally, someone noted that the big thing that will push consumer adoption and engagement of VR are free headsets with mobile phones. Samsung actually did this with the Gear VR twice [3] [4] already this year and I'm sure those aren't the last times we will see this occurring.

With regards to 180 vs 360, why offer 180 when you can offer a 360 experience with little additional cost? Users feel more immersed in a live experience when they can look around and see my actual bedroom and all the weird shit that makes me the weirdo I am. The more I can do to craft the experience to make my user feel intimately connected with me, the better everyone fares. If you can introduce 360 without wasting data, as we have managed to do, it's a winning opportunity. 180 would be a downgrade at this point. Now if the conversation is monoscopic 360 vs stereoscopic 180, then I wholeheartedly agree that 180 3D is the better choice. In my experience talking to VR consumers, users don't feel like monoscopic productions even count as VR (and redditors, who offer the most feedback, are a bunch that will not hesitate to let you know exactly how you feel).

As a performer, I actually love camming in VR whereas I often found myself procrastinating and putting off regular camming. I feel a stronger sense of connection with my viewers knowing that I completely dominate their attention and that they're wholly immersed in the space I've designed for their enjoyment. I can more thoroughly convey the persona I've cultivated, which opens their hearts and their wallets. I find that VR users treat me with more kindness and are more likely to police each other's behavior when someone acts like a turd. I absolutely love it.

Awesome, thanks for posting! What are you using to record these live shows? I would really love to get in on the VR camming, I read an article a while ago that mentioned you as a pioneer and I was so interested I had to pick up GearVR asap!
 
I think this Winter sales of VR Headsets will increase and so on will do 360 porn videos. VR Live cams are also very attractive for VR enthusiasts.
 
I think this Winter sales of VR Headsets will increase and so on will do 360 porn videos. VR Live cams are also very attractive for VR enthusiasts.

Having tried it, I don't see the value in mono 360. Stereo is so much better in for VR. That's why most of the vr porn sites are shooting stereo 180.
 
At the AVN convention in Vegas I got given several free VR headsets from different vendors. I noticed about 5 different booths promoting their VR sites or VR parts of their sites. I still haven't actually opened the box and tried it at home (as a member, not a model), mainly because I'm confused how it works. Maybe that's why most home consumers haven't tried it.
 
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I was reading somewhere that VR is currently stuck in a bit of a chicken and egg scenario. Content makers aren't investing much into making content because there aren't that many people that have them and people aren't buying them yet because there isn't much content.
 
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@fandango in 2016
  • 88.4M Google Cardboard Units
  • 2.3M Samsung Gear VR
  • 745k Playstation VR
  • 420k HTC Vive
  • 355k Oculus
  • 261k Google Daydream

There are now 3 consumer VR headsets. 6 phone companies have VR ready phones. In the next 3 months 2 more phone companies will have vr ready phones.

cam4, AliceX, CamSoda, are all now streaming VR. Mean while terpon is working on Stereo 180 web cam.

If you try VR porn, it really sells itself.
 
With regards to 180 vs 360, why offer 180 when you can offer a 360 experience with little additional cost?

Given the choice between mono 360 or stereo 180, I will choose stereo 180 every time. With stereo video there is greater immersion. The brain reads depth. For adult intertainement that means breasts pop out, and a big butt really reads as a big butt.

4k 180 stereo runs about 150-260. A similar 4k 360 stereo runs 800-1200. The better the cameras, the bigger the price gap gets. 8k a 360 rig runs 3,000+ . At project red, it's 6 k vs 18 k (just the cameras). Allot of the time it boils down to where are you spending your money. Both on the camera and on bandwidth. And you can almost always spend less and get more with stereo 180.

If you look at VR porn as a reference. At the start people were shooting mono 360 or stereo 360. Now almost every thing is being shot at stereo 180.
 
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