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.