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Is there any Omorashi VR content yet?


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My Oculus Quest 2 has just arrived, and I was wondering if there is any omo VR content available currently. I would guess that the answer is no, as VR is not really that widespread yet, but I found that actually there is quite a lot of porn content for VR now, with literally dozens of categories. But any of them is omo related in any Website that I know, I've only found some references in blog entries (as https://girlspeevr.com/vr-omorashi-cute-girls-wet-panties/) for some videos that are not really that good.

Why is Omorashi so rare for this platform? Does anyone know any good Omo content for VR?

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13 hours ago, mstuffles said:

My Oculus Quest 2 has just arrived, and I was wondering if there is any omo VR content available currently. I would guess that the answer is no, as VR is not really that widespread yet, but I found that actually there is quite a lot of porn content for VR now, with literally dozens of categories. But any of them is omo related in any Website that I know, I've only found some references in blog entries (as https://girlspeevr.com/vr-omorashi-cute-girls-wet-panties/) for some videos that are not really that good.

Why is Omorashi so rare for this platform? Does anyone know any good Omo content for VR?

I've been working on figuring out the best way to do VR omo content for HD Wetting.  There are several obstacles, though.  The goal would be to provide the most immersive VR experience possible, but the best way to do that isn't clear.  When it comes to live action VR content, there are a few ways to go about it:

  1. Wide angle video viewed on a VR headset.  You wouldn't have any interactivity, but you would have wrap around video filling a good portion of your field of view.
  2. 360 degree video is what a lot of people are doing for VR video.  This is spherical video mapped to a geometry, so you can look around and be engulfed by the scene.
  3. 3D video, which gives you depth, but you can't look around.
  4. 3D spherical video, which is pretty much the gold standard right now.  However, this still has the issue that you can only pivot to look around, not move and have parallax.
  5. 360 degree light field capture, which records quantum data about the light waves allowing the scene to be fully reconstructed.  This is very difficult to capture and requires tremendous computational power to display, but would be the most fully immersive experience.

One of the big obstacles is cost.  Not just in the equipment to produce these scenes, but in the time it takes as well.  If we spend half a day setting up a VR scene and recording it, how many regular videos do we not get to shoot during that time?

I think one of the big reasons why there isn't really any omo VR content right now is that it just isn't worth it, financially.  How much would you be willing to spend for a 10 minute omo VR scene?  Right now, if I take everyone who has expressed interest in VR omo to me, the cost of the equipment, the production, and the time I wouldn't be using to produce other scenes, I'd bee looking at having to charge in the realm of $600 - $800 per scene to break even.  And even that is extremely optimistic.

Maybe I'm wrong, but I am doubting you, or anyone else, would be willing to spend $800 for a ten minute scene. Which is why no one is producing this content right.

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Guest WetterArgento
1 hour ago, TVGuy said:

I'd bee looking at having to charge in the realm of $600 - $800 per scene to break even

So basically these type of videos would only happen if the tech suddenly becomes way cheaper or someone with a truckload of money commisions it 

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2 hours ago, TVGuy said:

I've been working on figuring out the best way to do VR omo content for HD Wetting.  There are several obstacles, though.  The goal would be to provide the most immersive VR experience possible, but the best way to do that isn't clear.  When it comes to live action VR content, there are a few ways to go about it:

  1. Wide angle video viewed on a VR headset.  You wouldn't have any interactivity, but you would have wrap around video filling a good portion of your field of view.
  2. 360 degree video is what a lot of people are doing for VR video.  This is spherical video mapped to a geometry, so you can look around and be engulfed by the scene.
  3. 3D video, which gives you depth, but you can't look around.
  4. 3D spherical video, which is pretty much the gold standard right now.  However, this still has the issue that you can only pivot to look around, not move and have parallax.
  5. 360 degree light field capture, which records quantum data about the light waves allowing the scene to be fully reconstructed.  This is very difficult to capture and requires tremendous computational power to display, but would be the most fully immersive experience.

One of the big obstacles is cost.  Not just in the equipment to produce these scenes, but in the time it takes as well.  If we spend half a day setting up a VR scene and recording it, how many regular videos do we not get to shoot during that time?

I think one of the big reasons why there isn't really any omo VR content right now is that it just isn't worth it, financially.  How much would you be willing to spend for a 10 minute omo VR scene?  Right now, if I take everyone who has expressed interest in VR omo to me, the cost of the equipment, the production, and the time I wouldn't be using to produce other scenes, I'd bee looking at having to charge in the realm of $600 - $800 per scene to break even.  And even that is extremely optimistic.

Maybe I'm wrong, but I am doubting you, or anyone else, would be willing to spend $800 for a ten minute scene. Which is why no one is producing this content right.

Well not for one person, but if there was a way to make Kickstarter or a website for you to sell the VR game or something that could crowdfund these expensive scenes. With movies we're watching $10,000 a second but because everyone buys tickets the filmmakers make a profit. If only there was a way to mass sell this.

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6 hours ago, WetterArgento said:

So basically these type of videos would only happen if the tech suddenly becomes way cheaper or someone with a truckload of money commisions it 

Even if the tech to produce such content becomes way cheaper, producing good VR content still has a bunch of extra challenges.  You are capturing a full environment, not just a tiny area right in front of the camera.  So you can't have a bunch of lights, audio gear, a production crew, and all that stuff around and still have it feel intimate and natural. 

The staging and execution of the scene takes a whole lot longer than doing a typical omo scene.  If I spend as much time on a single VR scene as I would on ten classical scenes, then I need to know that the one VR scene is going to make at least as much as those ten classical scenes.  So, even if you had equal demand for both regular and VR scenes, the VR scenes would still need to cost 10 times as much to even out, and that is assuming equal sized audiences.  With how small the VR market is right now, the audiences aren't even close to equal size, so the cost different would have to be even greater.

6 hours ago, John said:

Well not for one person, but if there was a way to make Kickstarter or a website for you to sell the VR game or something that could crowdfund these expensive scenes. With movies we're watching $10,000 a second but because everyone buys tickets the filmmakers make a profit. If only there was a way to mass sell this.

The problem is that even regular omo videos don't sell in large masses.  Even highly successful producers are lucky if they get the equivalent of a dozen or so sales per clip.  When I produce omo content, my break even point is roughly $45 per scene.  If an individual scene costs more than $45 to produce, I'm probably going to lose money on it.

For the kind of economies of scale to work here, for VR production, we would need a far larger audience for VR content than there ever was for regular omo videos.  The sad truth is there just isn't that many people out there willing to spend money on omo content.  The vast majority of consumers are happy to stick to what they can get for free.  Only a very, very small percentage are ever going to spend anything to support the production of new content.  And it is far cheaper to support scenes that have a break even point of $45 versus $800.

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15 hours ago, Spectre Jester said:

If you're interested in games, try this one:

I will definitelly try it! Thank you!

 

8 hours ago, TVGuy said:

One of the big obstacles is cost.  Not just in the equipment to produce these scenes, but in the time it takes as well.  If we spend half a day setting up a VR scene and recording it, how many regular videos do we not get to shoot during that time?

I think one of the big reasons why there isn't really any omo VR content right now is that it just isn't worth it, financially.  How much would you be willing to spend for a 10 minute omo VR scene?  Right now, if I take everyone who has expressed interest in VR omo to me, the cost of the equipment, the production, and the time I wouldn't be using to produce other scenes, I'd bee looking at having to charge in the realm of $600 - $800 per scene to break even.  And even that is extremely optimistic.

Maybe I'm wrong, but I am doubting you, or anyone else, would be willing to spend $800 for a ten minute scene. Which is why no one is producing this content right.

Thanks for the detailed explanation. What bugs me is that there is currently quite a few of producers specialized in VR Porn with multiple categories, but any of them are Omorashi. For them, maybe it it would be less expensive to produce Omo content, as they already have the equipment and experience. Even if an Omo category could not generate a good return by itself, it could attract new consumers to their other general porn content, so there might be possible to have a business case.

For producers currently specialized in Omorashi but not for VR, investing in it may be risky, but I believe they doesn't need to go expensive if you just want to test the market. I mean, there is currently some VR cameras that are not expensive, and short and simple videos could be a good start to analyze if any of them can get some traction before focusing and specializing.

Specially for me, who is more into wetting accidents, it is very rare to see one in real life (I actually never did), so i think that any possibility to get something closer to someone wetting in front of me would be amazing already. So for a start it would not even be necessary to have a great equipment, a compelling history or detailed set. Any basic content produced now could be unique on this market as I could not find literally ANY Omo content so far. But of course, I am not an specialist, and I might be missing a lot of important details. 

I can just hope someone will take the initiative in the near future. Maybe not for a lot of content, but at least for some content.

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The only omorashi-related VR I've found is a few Japanese videos on sexlikereal.com (actual omorashi) and https://virtualpee.com/ (which really is not omorashi, but does have wetting). The wetting virtualpee videos are a proof-of-concept of how awesome omorashi VR might be in the future when it becomes feasible to make. Watching the full version of this video for the first time made my jaw drop: https://txxxporn.tube/videos/16445833/naomi-bennet-in-soaking-her-panties-virtualpee/?promo=31134

My uneducated opinion is that 180-degree stereoscopic VR would be the sweet spot for VR omo videos. I think the big improvement over 2D video is the introduction of depth, and the producer doesn't have to deal with setting up a 360-degree set.

I'm no videographer, but I wonder if 2D and 180-degree 3D videos could be recorded at the same time. I also wonder if something relatively affordable like a Vuze XR plus good lighting would do the trick for testing the waters.

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On 5/2/2022 at 9:40 PM, mstuffles said:

For producers currently specialized in Omorashi but not for VR, investing in it may be risky, but I believe they doesn't need to go expensive if you just want to test the market. I mean, there is currently some VR cameras that are not expensive, and short and simple videos could be a good start to analyze if any of them can get some traction before focusing and specializing.

The low cost VR camera systems that are available are extremely low quality.  For the most part, these are only 360 camera rigs and don't capture depth.  From my experiences with VR, 360 degree video can be immersive if it is depicting a scenic setting without much in the way of foreground objects.  However, for scenes including people, the distortion of 360 video, plus the lack of depth and parallax creates the impression that you are watching a projection.  To me, the goal of a VR experience should be to transport the user into a different reality.  They should feel like they are present in an immersive scene, not just watching a projection.

6 hours ago, cloud said:

The only omorashi-related VR I've found is a few Japanese videos on sexlikereal.com (actual omorashi) and https://virtualpee.com/ (which really is not omorashi, but does have wetting). The wetting virtualpee videos are a proof-of-concept of how awesome omorashi VR might be in the future when it becomes feasible to make. Watching the full version of this video for the first time made my jaw drop: https://txxxporn.tube/videos/16445833/naomi-bennet-in-soaking-her-panties-virtualpee/?promo=31134

Maybe my personal standards for VR are simply too high.  I checked out the VR video that you linked to and found it to lack in providing an immersive experience.  Or, at least an experience that is similar to reality.  For me, it was more like watching a large projection than being immersed in the scene.  For the sense of presence, that you are part of the scene, I really think it needs to be in 3D.

6 hours ago, cloud said:

My uneducated opinion is that 180-degree stereoscopic VR would be the sweet spot for VR omo videos. I think the big improvement over 2D video is the introduction of depth, and the producer doesn't have to deal with setting up a 360-degree set.

You may be right.  One of the things to consider is resolution/field of view.  And then there is a matter of the pixel density of the devices people are using.  On one hand, you can maximize resolution by doing point-of-view 3D video.  But, if you move your head at all, the scene doesn't change, which breaks the immersion.  So, the question is how much do you need to be able to look around.  180 degrees is an awful lot, especially if your looking at someone who is right in front of you.  But, you need a little bit of space to look around to maintain that immersion, that suspension of disbelief that you are actually in the scene.

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7 hours ago, cloud said:

My uneducated opinion is that 180-degree stereoscopic VR would be the sweet spot for VR omo videos. I think the big improvement over 2D video is the introduction of depth, and the producer doesn't have to deal with setting up a 360-degree set.

You took the words right out of my mouth! I think 180-degree VR might be the sweet spot for keeping production costs and workflows from having to change too much. Even with inexpensive cameras, the stereoscopic 180 experience is super immersive, in a way that even monoscopic 360 isn’t. In fact, with a careful and clever implementation, it might be possible to shoot 180 content and traditional cinematic content simultaneously for some shots. (Ya know, like the ones that don’t lend themselves to multiple takes… because someone’s flooding their pants.)

Content on new platforms is always a chicken and egg problem, and it would be easy to deduce that VR180 was created specifically to solve that problem — giving content creators a cheap way to make immersive content, driving adoption of VR headsets so that one day, creating content at a higher level of immersion might become profitable. 

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  • 2 months later...
On 5/8/2022 at 3:46 AM, Zaxton said:

Maybe there's a omo vrchat model out there waiting for you to find

i remenber a long time ago i managed to find a room aimed at ABDL complete with cribs and oversized furniture.

havent used vrchat since so noidea if something like that still exists

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  • 1 month later...

There is almost no content, so I tried converting a video. It is extremely difficult for software, because it just misses the "second eye". I gave it a shot anyway: no success.

Does anyone know if there is a way to do that? I hope that with the exponential growth of AI and 3d imaging maybe it could be possible now, or in the near future.

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1 hour ago, Pietje80 said:

There is almost no content, so I tried converting a video. It is extremely difficult for software, because it just misses the "second eye". I gave it a shot anyway: no success.

Does anyone know if there is a way to do that? I hope that with the exponential growth of AI and 3d imaging maybe it could be possible now, or in the near future.

There is no easy way to convert a video to VR in software.

There are three basic requirements for an even partially decent VR video experience-

1) The video content must be correctly mapped to 3D geometry, so you look around and experience realistic parallax effects.

2) The video content must be stereoscopic, so you have a sense of depth.  Otherwise it will look like you are watching flat video projected onto a surface in VR.

3) The video must be shot from the correct perspective, that you would expect to see in VR, and with enough resolution that it can be adequately mapped to geometry (see point one).

Some high end production software exists that will let you do some of these things.  You can create depth maps in software like DaVinci Fusion to convert video shot with a single camera to stereoscopic, but this is a difficult, time consuming, manual process.  Similarly, most high end 3D modeling and animation software, like Blender or Maya will allow you to map the video to 3D geometries, but again, this is a very slow and laborious process.  Once that is done, you could use software like After Effects to apply the correct distortions so that the video appears correctly in VR, otherwise straight lines would be curved and things would appear distorted.

But, even if you do all this with a video, it could still be too low resolution or not filmed from the correct perspective to begin with.  Also, most common video frame rates are to low for a smooth VR experience.

***

In trying to find the best way to create VR content, I have had some success.  I've been able to produce VR content with Alisha where it feels like she is standing right there in the room with you.  This isn't just spherical video, but full a full stereoscopic, 3D mapped experience in super high resolution.  It is extremely immersive,

The problem is that it is also difficult to produce.  For technical reasons, Alisha, or whoever we use as the subject, must stay within a relatively small area.  The perspective is limited to a single angle, and of course their can't be any cuts or edits.  This limits the kind of story telling that is possible and I fear people might get tired of content that is consistently nothing more than a girl standing in one place and peeing.

Production of VR content like this is also very time consuming.  Due to the various technical requires, we could only do 2, maybe 3, VR scenes in an entire day.  Perhaps if we get really good at such scenes, and get things extremely streamlined, we could push that to 4.  But this is to say nothing for the post processing of these scenes, which can be days of work.

What all this means is that I could do 30 regular wetting scenes for HD Wetting for the cost of a single VR video.  For that VR video to be worthwhile to produce, it would need to make at least as much as those 30 regular scenes.  Some back of the napkin calculations show that amount to be around $15,000.  I'm not sure that there are even 15 people out there who would be interested in purchasing such content, but even if they were, they would have to pay $1,000 a piece.  Even if there are 30 potential customers, that would still be $500.

So far, when I've made inquiries about people being interested in VR, I've only got four responses.  When I've made similar inquiries in the past regarding other kinds of content, I get several dozen responses.  If I extrapolate the response to purchase ratio from past experiences and assume the same is true for VR, I could, optimistically, expect two whole purchases of a VR scene if I were to offer it and if the price was right.  But, to make it worthwhile, that price would have to be $7,500, which I don't think anyone would purchase it for.

If I am wrong, and there are more people interested in VR, please reply or send me a message telling me so.  Let me know that you are interested in VR content and how much you would be willing to spend on a VR scene.

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