Glokta Given the time that's gone by in the VR space, I think all studios are now looking at making this a profitable venture. Gone are the days when money easily flowed into VR projects. Investors want to see their ROIs. And current market trends are on either AI or crypto. Studios tend to think more carefully where and how they spend and this is while keeping their heads afloat. Appears to be a reason SLR is looking at Flat at this point.
Only way this continues is for the market to grow. And it is growing but there's still ways to go:

On the consumer end: Headsets need to be comfortable and discrete(e.g. Bigscreen beyond form factor). Costs need to be lower.
On the producer end: Lack of cheap but quality cam options. Difficulty in configuring the best out of these cams out of the box(Canon sucked big time). Lack of easy setup to watch and correct content while it's being filmed.

I'm sure there's more, but these appear to be the most glaring ones.

I agree with your point on VRBangers and VRSUN. They've produced some of the best quality(sharpness/focus) there is to content. It's what makes or breaks the content. They've even pushed for 12K.
SLRO is somewhat up there but is inconsistent. They do deserve credit for this scene though for super sharp details. I think where SLRO shines is with it's intimacy, especially in non-passthrough scenes. Donno about scale. Angles wise, SLR mostly does better IMO. VRBangers has the girls slightly far off, missing on intimacy.
Incidentally, JAV has been doing great in all of these. I guess they're much closer to the hardware side of things which shows. And costs are generally lower to film content in Japan than in USA.

You see, it gets very technical at every point. That's just another barrier for common folks who want to watch or to film content.
We can only wait for the maket to flourish. More headsets sold allow for more money to be made pushing the producers to produce better quality content. And headset makers and cam companies see this and make better products overall.

Hurto11

Not sure how you could say that. SLRO is all over the place with scale. Most times model is too far away or too small to me. It all depends on the individuals' IPD too. The problem is the adjustments in the Deo player are drastic when you change them. If theyadjusted the values to make each notch more of a subtle adjustment it might help. For instance going from .05 to 1.0 in horizontal offset is a huge difference, where somewhere in between would look better. Same goes for pretty much all the settings. The values between each are just too big imo. Doesn't allow for good adjusting for your personal IPD.

Yes not every slr video is scaled perfectly, im guessing depends a lot on who is shooting and the camera used and think they improved little over when they first started 8k. But there are many if not most slro 8k videos that are scaled reallly good. Heres example of 2:
https://www.sexlikereal.com/scenes/rv-adventures-lexi-gypsy-48558?t=621
https://www.sexlikereal.com/scenes/sugar-baby-your-plaything-2-44913?t=458

Show me one vrbangers scene that is scaled anywhere near as good as those. Ive yet to see a vrbangers video where they dont look giant, and the only way to make vrbangers or any other 8k studio besides slro and czechvr to look reasonable is to play with the horizontal/vertical offset settings you mentioned. But it shouldn't have to be up to the user to have to play with settings to get a more normal looking size. Many users dont have the knowledge how to adjust those things and we shouldn't have to put time and effort to make things look more correct, that should be the studios job.

rerun119

Truer words have never been spoken.
I hate the 8k camera because of this. It has set VR back by years because of this. The old 4k cameras looked way better for scale. >

yeep your right the 4k and 5k days scale was way better than all the bad 8k.