Virtual Taboo Finds Real-World Success In VR

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Virtual Taboo Finds Real-World Success In VR
November 19, 2018

Success in the virtual reality market has been uneven for many producers, but two-year old Virtual Taboo believes that it has found a way to grow not only their company but the industry in general.

 

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After first launching in late 2015, the high-end VR paysite has moved all production into 5K and has instituted more rigorous standards as to quality. Rather than trying to be all things, Virtual Taboo has tightened its niche and developed relationships with some of the best VR directors in the business.

 

“The adult industry jumped into VR quickly but not always intelligently,” said Capo Rockett, Virtual Taboo’s president.

 

“We initially watched from the sidelines, concerned that low-quality, quick-to-market production, would give the medium a bad reputation with consumers. We were right, unfortunately, but it gave us the ability to see what wasn’t working and only come into the market when we had a superior product.”

 

The quality of the product has allowed the company to grow nearly 200 percent year over year as some of the initial players in the VR market have abandoned it, Rockett said. It also allowed it to attract headline talent from across the globe, as well as popular cam performers like Natasha 10, who made her debut on the site last week.

 

“We have the best VR product on the market,” Rockett said. “And having established quality, we are replanting a dramatic expansion within the industry.

 

“Over the next few months, we will be developing more serious relationships with affiliates and working with cam partners, such as xHamsterLive, to provide a better experience for consumers.”

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