She compares setting up Samsung’s mid-range device to the experience of readying to use Google Cardboard, and then describes the experience of playing horror games in VR.
Scantlin’s opinion? Downright scary. And she admits to being a person who is no stranger to horror games. I must experience one of these horror programs myself. Everyone describes them as powerful, immersive, and frequently, too horrifying.
Parenthetically, I’ve come across horror genre junkies who’ve tried horror in VR and view the heightened level of fear these programs precipitate in the pejorative, as if they reach a level of intensity that goes too far, is “unnatural.”
She also expressed satisfaction with less incendiary VR experiences like Ocean Rift and Star Chart.
However, in summary, Scantlin refers to virtual reality as a novelty, at least, for the time being. This observation, somewhat widespread, may get many a VR champion’s dander up, but it shouldn’t. We are, and will be for some time, “wicked 1.0.” My only criticism of this post? She overlooks the impending widening of the mid-range headset field. Oculus Home and Gear VR already have a competitor in Google’s Daydream and Daydream View. Prices should drop.
As for her criticism of the bulky form these HMDs manifest? Impossible to argue with, and we’ve just got to wait. The day will come when strapping on an HMD doesn’t make one look or feel like he or she is wearing ski goggles in the living room–but not soon enough.
Open source project WebVR is the key, and that means that you can watch, at minimum, 360° videos embedded in WordPress blogs.
One of the issues this brings up is a simple question: What is VR? In the annals of VR porn, we don’t think of virtual reality as anything but stereoscopic video. It can be 180° or 360 °, or anything in between to qualify, but if it’s not stereoscopic, the video is not virtual reality.
That makes complete sense. If you’re watching a 360° video, cool and interesting as it is, you’re not immersed, and if you’re not immersed in an alternate reality, then you’re not experiencing virtual reality.
BaDoinkVR has been working with AliceX since it first launched in Q1 2016, as I allude to in my quote in the press release. It’s the perfect sister site to a VR porn site like ours. As well, I’m a long-time friend of the entrepreneur who envisioned and created the product.
With this partnership, we’re the first company to take advantage of AliceX’s white label service. This means that we will be able to market AliceX as our own product, inasmuch as the design and feel of AliceX will be consistent with that of BaDoinkVR. Additionally, the brand itself will be one of our choosing.
This partnership will result in further synergy between our respective companies, and for AliceX, additional partners throughout the industry, including 2D live came companies, VR porn companies like ours, and non-VR subscription-based porn sites.
Many, many months ago a gentleman approached me via Email, curious as to whether BaDoinkVR was interested in sponsoring an event in Europe. We talked about VR porn, our progress, my hopes. When I alluded to our formidable traffic volume, and subscriber base, the guy immediately changed the subject, away from sponsorship, and into data commercialization. The sale of data, more
Data commercialization is not something my company ever considered. It was never on our radar. Perhaps, a blind spot. More likely, the fact that we haven’t, historically, had user data that would be of any commercial value played a key role.
The adult VR market is very, very green, largely because the entire VR space is even greener. Honestly, if you’re someone with a $.99 pair of Google Cardboard, you are an Early Adopter. Early majority? That on-ramp is miles down the road.
Is it ripe to be pursued vigorously by affiliates and content producers or are some other things needed before real growth will be possible?
Interesting post in Business Insider today. Immersive, virtual reality experiences in the courtroom. Definitely a great, effective way to present a crime scene. Maybe too effective. There’s no doubt this would, as writer Dana Varinsky points out, work in favor of the wealthier party in the lawsuit.
Beyond that though, I wonder if VR, because of it’s early stage of development, might not make litigators fearful. I think about the painstaking care we take in order to deliver an exceedingly innocuous demo at a trade show. The pressure to get it right in the courtroom, with so much at stake, that takes things to a whole other level.
And then there are elements that are impossible to plan for. Are all of the headsets working properly? Are any of the jurors naturally susceptible to VR sickness. Will the HMDs fog up while they’re watching.
Were I a litigator, no matter the temptation, I’d be hesitant to introduce anything VR-related right now.
The unedited transcript is posted here in VRBlunt.com. They asked about Todd Glider’s background, and career in the porn industry, as well as the history of the BaDoink brand, as well as the history of new product BaDoinkVR.
Kiiroo’s Onyx, for those who don’t know, provides a haptic component to the VR porn experience. This is awfully important since the key to virtual reality is immersion, or presence, or telepresence, and one can’t say they’ve achieved any of these three things when only two of one’s five senses are experiencing a virtual reality.
Foveated rendering, the hope of it, for all things VR, and not just VR porn, it’s something I’ve talked about ad nauseam on these pages, as well as in countless interviews.
It’s the clearest path to widespread uptake of virtual reality, reducing processing demands, and making the prices of even the most high end devices drop dramatically.
Here, Business Insider discusses the Fove brand headset, which is currently available for pre-order. More exciting than the HMD, which we will, rest-assured, get as soon as possible, is the potential for other VR brands to license the eye-tracking technology that makes the Fove brand and its entrepreneurs so interesting to look at.
Of course, one can’t discount the positive effect that eye-tracking has on a VR storyteller’s ability to craft a cohesive narrative, but the foveated rendering possibilities are hands-down, the most exciting feature of the Fove release.
When compared with traditional forms of entertainment, how many users are currently already using VR gear to watch adult entertainment?
It’s impossible to provide accurate data. Anyone who says they have that data is being somewhat disingenuous. The market at this point is very, very small because the number of consumers in possession of a VR headset is infinitesimal, compared to smartphones, desktops and tablet computers. Broadly, it’s important to remember that, for all the fanfare, hype and truly inspiring VR programming available, VR as a tech is still incredibly embryonic. All of the excitement it garners is worthwhile and valid and appropriate, but what we’re most excited about, what’s worthy of all that excitement is the signals splintering off the tech. It’s not about what’s here now.
How will this change in the near future? When do you expect that VR will reach user numbers close to what we see today with computers, TV or smartphones?
The release of PlayStation VR is worth celebrating. Google Daydream, even more so. The levee breaks once eye-tracking comes to town. That makes foveated rendering possible. And once video resolution can be managed in a manner that does not require everything in your field of view to be displayed at max resolution, the demands on processing power will drop enormously, and many more consumers will be in the position to afford higher-end devices. When will VR gear be as commonplace as computers, TVs or smartphones? I think we’re a decades out, honestly. Consider that we all know one or two people who live without TV, live without a smartphone. They’re curiosities. They’re noteworthy. We’re still at a point where it’s noteworthy if someone owns a VR device.
Let’s talk a bit about the hardware. The most widely used way right now for VR could be solutions similar to Google Cardboard, since these are the easiest, and by far cheapest solutions. Is the quality of such devices good enough for VR porn?
At BaDoinkVR, we were the first to give away Google Cardboard with every subscription to our VR porn site, but these are, to put it colloquially, gateway drugs. They don’t deserve a place on the shelf alongside your other gadgets. They’re here to give you a taste, and encourage you to purchase something better—like Gear VR, Oculus Rift, HTC Vive. That’s what makes the release of Google Daydream so exciting. Most people are not going to jump from cardboard to Oculus Rift or HTC Vive. They’ll jump to a mid-range device. Up until recently, that meant Gear VR, and Gear VR, good as it is, works with only a few Samsung phones. With Google Daydream, we see many, many more manufacturers agreeing to release phones supporting the platform. That gives the entire market a nice kick.
What art the minimum requirements a VR headset and the hardware should have to create an enjoyable experience for the user?
Any smartphone released in the last two or three years, with Google Cardboard, or cardboard equivalent, is sufficient to enjoy VR porn. However, the average consumer is not going to watch VR porn in lieu of non-VR porn until, at minimum, they’ve acquired a device that is mid-range or higher.
Other solutions from Oculus, Sony or HTC are far more pricy. Does the user see the difference? And will he be willing to pay the higher price to watch adult entertainment on these devices?
The experience on HTC Vive and Oculus Rift is, hands-down, superior to the experience on Cardboard, or Gear VR, or any smartphone-driven solution. As far as willingness to pay a higher price, I believe that anyone considering the purchase of one of these high-end devices, when listing the pros and cons of purchasing, he or she definitely puts ‘VR porn’ in the plus column.
I doubt that those companies actively support porn on their devices, if they not even try to obstruct it all together. How easy or complicated is it to enjoy VR porn on Rift, Sony VR or the Vive?
Watching VR porn on the HTC Vive and Oculus Rift is as easy as watching VR porn on a smartphone, if not easier. In fact, BaDoinkVR even offers its own desktop player to subscribers. Watching VR Porn on PlayStation VR is also possible with BaDoinkVR, though, at this point, the process is a bit more convoluted.
Will the consumers readily pay for VR content?
They will and do. BaDoinkVR is already profitable, and consumers, at large, see VR content as something separate from ‘normal’ porn. At this point, scarcity certainly has a hand in that. But it’s also an acknowledgement of the quality. Video sharing sites, which are the reason that consumers haven’t expected to pay for porn for nearly a decade now, are lowest-common-denominator channels of distribution. They’re McDonalds and Taco Bell. VR porn, by comparison, is sitting down at the best steakhouse in town.
How will the market for VR porn develop within the next year?
It will continue to grow, the result of more devices hitting the marketplace, the result of more people experiencing virtual reality for the first time. Once you’ve tried it, VR porn leaves a lasting impression. The challenge for everyone in the VR space is convincing people to put those goggles on for the first time. Once he or she does, there’s no going back. They never look at porn the same way again.
Again the result of my interview with Trusted Reviews. In it, I’m chastising Apple for its so-so output of late, and suggesting this makes it ever more likely that they will enter the AR/VR market soon.