VRGIRLZ – The Longest Road

Another week and another update. We’re in this for the long haul, travelling the longest road. We are striving for realism, we may not achieve it, we most certainly wont please everyone but this is our goal. We would like to say a HUGE thank you to all the customers who have purchased with us at vrgirlz.com over the last 2 weeks. It’s been an inspiration to see that there is real interest and support in our passion for VRGIRLZ.

To get in the mood, please check out this track:
Hourglass by SURVIVE

vrgirlz.com has received a great deal of consistent traffic and it’s been a fantastic test bed for our server, store and early version products.

We have had a few issues with a couple of products that haven’t run on some peoples machines, these should now be fixed. Considering the power of the Oculus SDK and the fact that VR is in development, it’s been very smooth. This is a great testament to Oculus VR.

Our customer base is growing steadily and we have had some incredibly positive and constructive feedback from customers. This will really help us improve our content for you.

We also receive some negative feedback, this is great, as long as it is constructive. We can’t please everyone with the style of our work, some people wont like the models and poses but we are doing our best. This is a new field and we are finding our feet. Your support now will help us on this road to provide better more higher quality content. We have grand plans for the future, what we have now is very basic and only the beginning.

Our payment system(s) have also faired quite well. We still have a few teething problems with them but we are working on fixing that.

If you have had any problems with your orders, payments or the functionality of the products, please contact us: support (at) vrgirlz (dot) com

Introducing our latest updates

Last week we published 2 more BVR products featuring Ariel and this week we have introduced 2 more BVR products of Sapphire Blue and Kayla Louise. It takes us time to go through the 1000’s of poses we have recorded, to clean and publish them. We also have a back catalogue of newer models who we will be introducing over time.

They may not all be to your liking, but please be patient with us, we hope to introduce many more over the coming months and years.


VRGirlz-Ariel-III-01 VRGirlz-Ariel-II-01 VRGirlz-Saph-11 VRGirlz-Kayla-10c

BVR version updates

Over time we will be updating our products. Our latest products are at Version 1.33. For BVR’s we aim to introduce animations around Version 1.5. So stay tuned. You will get a notification when you start your product on the loading screen.


You will then need to login to your account on vrgirlz.com and go the downloads section then download the latest version update. You will see the newer version listed there.


For Version 1.33 we have also introduced a basic sky and lighting system for the BVR products. These really just tint the scene, for setting the mood. The AVR products will have a much more advanced rendering system.

screenshot-1 screenshot-2 screenshot-3 screenshot-4 screenshot-6

All version updates are free.

AVR release schedule

We plan to release our first AVR (advanced virtual rendering) products on the 6th April, 2015. As you may remember we are not great at sticking to our goals! But this is the current plan. The first early versions of the AVR products will be quite limited to start with but over time they will advance, with more features added. Like LEAP hands, physics, better skin, better lighting, animations etc The early versions will be similar to BVR but with more advanced lighting and skin shading.

We also plan to update to Unity 5 over the coming months, as well as update to the latest Oculus SDK drivers 0.5 +, once they have settled.

Customers suggestions

Mixing models? A few customers have emailed us asking for a system where they can mix scans together. Damn awesome idea! We can’t do that currently but we could possibly create a master viewing application, where you can “plug & play” in, your purchased products. It will mean re-authoring content but we should be able to do this. We will look into this over the coming months.

“Why is the hair in a bun!?” It’s not sexy I know, unless you like that secretary look? ๐Ÿ™‚ We have all the models tie their hair up, tight and compact as possible before they are scanned, so for the future we can easily author already published data quickly. We can compact and remove any unwanted hair and add in our simulated hair solution, which is currently in development. This means the models can have any hair style you want! And not just one style ..but multiple hair styles you can swap in real-time.

We will be implementing TressFX, combined with our own deferred hair shader. 120fps will be tricky!!




Listing the Version changes? On vrgirlz.com we have now added a ‘Change log’ tab to each product, so you can track the progress of each product as it is updated. (thanks to ‘fluffy’ for that one!)


Glide mode? For Version 1.33 we have added a glide mode for fixed lateral movement, kind of simulated walking at a set height. This can be activated by pressing ‘g’ (thanks to ‘glenn’ for that one!)

Already purchased! If you have purchased with us already, we now notify you of this (when you are logged in) So you can’t double purchase by mistake (thanks to ‘quile’ for that one!)


Quit (q) to sudden! We have now added a buffer transition, so when you press Q you will be given the choice to leave, or to stay. It can also act as an ‘incognito’ windows display ๐Ÿ˜‰

Why such a boring background? It’s a temporary solution. Until we have integrated the custom features that we require from UE4 into Unity 5 (like ambient occlusion, more advanced PBR and reflections) The backgrounds will be basic. We are working on some interesting research that we hope to share soon.

Next up..

The focus is now 100% on AVR production, we will still be releasing BVR products just not as frequently. Maybe 4 or 5 a month. The good thing is development on AVR, BVR and MVR are all cross related, AVR being the more advanced but all are developed in unison.

We have added many more little tweaks and fixes to the website and products. We do listen. We do care about quality. If you have any ideas, suggestions or see any bugs, please let us know by email or post here, if you have time.

We also love reading your Reviews on the products, please do post Reviews, good or bad.


Thanks for making this journey worthwhile, together, we have a long way to go VR Pioneers!


Posted on March 30, 2015 in Virtual Reality, VRGIRLZ

Responses (56)

  1. Need
    March 30, 2015 at 9:29 pm · Reply

    Thanks you !!!!!!! Great work !!

  2. joe dirt
    March 30, 2015 at 10:47 pm · Reply

    Does this mean that BVR’s released at 1.5 and beyond will have animation, or ALL BVR’s, including the current releases will have some breathing animations by time 1.5 is out?
    I was also wondering if the BVR pricing will be affected by the AVR releases.

    • veiviev
      March 30, 2015 at 10:57 pm · Reply

      Eventually all products will be updated to Version 1.5. They will include breathing and idle animations. This will happen over time. BVR pricing will stay the same until the store becomes larger (100’s of products) Then pricing will drop. AVR’s will be priced at ยฃ10 each.

  3. VR Guy
    March 30, 2015 at 11:10 pm · Reply

    Any way in the dashboard we can see which ones i have not purchased yet? That would make it easier to see especially as you add more new models.
    Thank You

    • veiviev
      March 30, 2015 at 11:41 pm · Reply

      Possibly, we can look into that but it should be easy to see on the store right now, as we don’t have a lot of products, Green (Purchased) or Red (Not purchased)

  4. DiVR
    March 31, 2015 at 2:19 am · Reply

    “As you may remember we are not great at sticking to our goals!”. – hahaha. Nice. I’m impressed to see you still risk getting another wave of people pressuring for releases by giving us a release date. You never learn the lesson! ๐Ÿ˜‰ Wonderful news. Can’t wait for better lighting.

    • veiviev
      March 31, 2015 at 8:39 am · Reply

      Well we’re just as keen to release as people are to try them ๐Ÿ™‚ Fingers crossed we can meet the deadline.

  5. VR Guy
    March 31, 2015 at 10:08 pm · Reply

    Some of your older videos were in what looked like a living room. any chance locations could be added (living room, bedroom, kitchen, bathroom, etc)

    • veiviev
      March 31, 2015 at 10:15 pm · Reply

      Thanks, yes these will be coming in the future. Unity 5 can’t quite render to that quality yet. In those videos that was UE4. But we are working on it.

  6. JonVR
    April 1, 2015 at 2:51 am · Reply

    could I suggest you reconsider your naming terminology for your different products. You currently refer to them a lot and they are not clear to their meaning. I did read the post explaining What each was, but I have forgotten the details. It might be better to give them less technical sounding terms.

    • veiviev
      April 1, 2015 at 7:28 pm · Reply

      It’s a new medium, so it’s bound to confuse people. When the store is full it will be split into these product sections.

      AVR (advanced virtual rendering)
      BVR (basic virtual rendering)
      MVR (mobile virtual rendering)

      They are just 3 letters to simplify it and just 3 groups ๐Ÿ™‚

      AVR are for more powerful machines
      BVR are for less powerful machines
      MVR are for mobiles.

      Simple ๐Ÿ™‚

      More information here https://www.vrgirlz.com/support There are also some blog posts about it on this site!

      • MikeTysonVR
        April 2, 2015 at 10:26 pm · Reply

        I think what he meant is, the naming makes little sense to someone to someone new or a lot of people myself included that forgot about that post explaining the difference. They all have an unnecessary VR in the name and the only difference is a letter, A B M. A new customer or someone who isn’t a diehard fan might get confused. Why not go with: VRGirls Basic, Premium and Mobile? ๐Ÿ™‚

        • veiviev
          April 3, 2015 at 12:31 am · Reply

          They’re some good points. We will certainly consider it. Thanks for your input.

  7. Aditya
    April 1, 2015 at 3:29 am · Reply

    Will the BVR’s that I have already purchased get animations in the future? Seems like you already responded to this question but I did not understand it.

    • veiviev
      April 1, 2015 at 7:25 pm · Reply

      Yes. Not sure how this was confusing. If you read the blog post you will see

      Over time we will be updating our products. Our latest products are at Version 1.33. For BVRโ€™s we aim to introduce animations around Version 1.5. So stay tuned. You will get a notification when you start your product on the loading screen.

      and under the same section

      All version updates are free.

      • Aditya
        April 2, 2015 at 1:53 am · Reply

        Oops, sorry. I thought AVR meant BVR + animation. I get it now. Thanks!

  8. Inquisitor
    April 1, 2015 at 10:12 pm · Reply

    Thanks for this interesting update. =)

  9. s0m3 r4ndum n4m3
    April 3, 2015 at 9:29 pm · Reply

    I have a suggestion that I have been thinking about for a little while.

    To use the keyboard to navigate can sometimes be a bit impractical for two main reasons: 1. As long as one is using the VR-device, one cannot see the keyboard one is supposed to use. 2. One is forced to be right in front of a PC the whole time. I have a suggestion that could solve these two problems:

    In addition to using the keyboard to navigate, one could choose another option: Head tracking. One could “focus” one’s head to different virtual buttons: one to move forward, another to the left, and so forth. Supplementing virtual buttons, one could use special virtual items placed in the virtual world. Just focus your head to the virtual item, and you’ll move at a slow pace toward the item. The head tracking could be turned off by using another virtual button, or by using the keyboard.

    This might sound like a weird idea. But all this works perfectly on a simple Google Cardboard gadget. So why shouldn’t it work on a much more complicated device?

    • veiviev
      April 4, 2015 at 12:48 am · Reply

      That sounds like an interesting idea thanks. We will investigate further.

  10. Mayo
    April 4, 2015 at 2:09 pm · Reply

    Hi, I’ve bought 4 of your vr experiences so far and was thinking it would be cool if you could combine bought and downloaded experiences and display them the same time. Kind of like Star Citizen with their hangar module that expands when users buy more and larger ships. Also, loving the work you’re doing and the direction you’re taking this ๐Ÿ™‚

    • Mayo
      April 4, 2015 at 2:50 pm · Reply

      Sorry, should have read post fully first, saw you already answered that, have you considered making an FAQ on the vrgirlz website to save yourself some work? You could also explain the naming scheme there.

      • Mayo
        April 4, 2015 at 3:01 pm · Reply

        Dammit, you already have that under support, I’m out of suggestions, you guys have got things covered

      • veiviev
        April 5, 2015 at 12:38 am · Reply

        Yes we can do but we already explain the naming scheme there. **Edit just saw your next post ๐Ÿ™‚

    • veiviev
      April 5, 2015 at 12:37 am · Reply

      Thank you, we have had a few requests like this. We will certainly bare it in mind for the future. It should be possible with some extra authoring. Thank you for your support.

  11. michael
    April 6, 2015 at 1:51 am · Reply

    Just wondering why you post news here and not on the vrgirlz website? Seems strange to have to come to vievviev.com to find out news about vrgirlz.com! I guess the broader question is, why does this site still exist?

    • veiviev
      April 6, 2015 at 4:01 pm · Reply

      Interesting question. Here’s the answer. This site existed before VRGIRLZ. So people are more familiar with it. There are also a lot less posts on VRGIRLZ as people seemed to find WP more comfortable to comment with. We will be phasing out this blog very soon but VEIVIEV is still the company behind the website ๐Ÿ™‚ I hope that answers your concerns.

  12. Mike
    April 6, 2015 at 4:45 pm · Reply

    Really enjoying your work. I have a couple of suggestions. Would it be possible to have mirror to monitor off by default? Also it would be cool to have a built in video screen in the background where we could load additional stimulation.

    • veiviev
      April 6, 2015 at 8:09 pm · Reply

      You can use F2 if that helps? We certainly want to have a screen or window into the desktop at some point, good idea. It’s on our to do list.

    • DiVR
      April 6, 2015 at 10:00 pm · Reply

      I second what Mike has asked. Being adult entertainment material, it’s interesting to keep it safe. When using the rift we have no connection to the real world, so if somebody arrives we do not notice them, and most of the times I forget that the monitor is mirroring what I see. I really wouldn’t like to have my wife walking into the house unnoticed and looking at my monitor while I have no idea she’s there. If that happens using “normal” rift experiences, that’s ok. If that happens using VRGirlz, it could be a problem. So a default “monitor off” from start, without any logos or pole dancers, would be a really good option.

      • veiviev
        April 6, 2015 at 11:43 pm · Reply

        Good idea! We will look into the best way to do this.

  13. Need
    April 6, 2015 at 9:44 pm · Reply

    AVR versions : When they come?

    • veiviev
      April 6, 2015 at 11:43 pm · Reply

      We’re making some final tweaks with the content, we’re not quite happy with them yet. Hopefully tomorrow. Thanks for your support and patience, you’re one of our best customers ๐Ÿ™‚

  14. One of Vei-fan
    April 7, 2015 at 7:46 am · Reply

    Excuse me, the AVR is not yet debuted on the VRgirlz. …i see, โ†‘.ใ€€haha

    • veiviev
      April 7, 2015 at 1:18 pm · Reply

      I think you will find ..it is ๐Ÿ™‚ Slowly releasing updates today with a blog post. Purchase with caution, they are experimental.

  15. DiVR
    April 7, 2015 at 1:46 pm · Reply

    AVR is out! Hurray!!!!
    Fingers crossed for Ariel!

  16. Joe Dirt
    April 7, 2015 at 2:25 pm · Reply

    When the leap/skin deformation features are implemented will there be some kind of way for people without leap to interact with the new features? Maybe a deployable hand that sticks out of the players chest or something, heh.

    • veiviev
      April 9, 2015 at 2:40 am · Reply

      Yes that might be possible or objects like a mini ball to push into the skin might be possible. We need to investigate, it’s still very experimental.

  17. Need
    April 7, 2015 at 2:26 pm · Reply

    I am disappointed by this first AVR version.

    For me, the AVR is :

    – Skin deformation
    – Eye follow
    – And animations

    Now your AVR is only :

    – 5x scan models (ONLY)
    – 8x dynamic sky sets (Not important, and not a priority)
    – Dynamic wet skin application (Not important, and not a priority)

    10ยฃ for that… I’am realy disapointed.

    • veiviev
      April 9, 2015 at 2:41 am · Reply

      Sorry to hear that. Well you don’t have to purchase. You can always wait until those features have been implemented. The development costs time and money, so any support we get will help us. We can’t please everyone but we are doing our best.

      It was either release now, or wait another 6 months. Which would you prefer? Early access with FREE updates, or wait? Let us know.

  18. Plankton
    April 7, 2015 at 4:46 pm · Reply


    Can’t say I’m totally in favour of the ยฃ10 price tag but I’m looking at this as ‘research funding’ to enable you to continue in your work which has been pretty damn excellent and the skin and shadow rendering is testament to this. At times though portions do look too ‘moulded’ as if they’ve been smoothed over and I notice flickering on the eyelashes but may just be my rig as on the first pose on the left I get small black pixels on the some of the fingernails unless I switch to the pink sky in which case it’s ok! hmmmm

    I have however just found my favourite lighting scheme, beach paradise for me!! ๐Ÿ™‚

    Keep up the good work my friends and thank you for what you’ve achieved so far!!


    • veiviev
      April 9, 2015 at 2:43 am · Reply

      Canโ€™t say Iโ€™m totally in favour of the ยฃ10 price tag but Iโ€™m looking at this as โ€˜research fundingโ€™ to enable you to continue in your work

      Thanks Dave, that’s what we are hoping for, is early support. It enables us to survive and continue this research process.

      The LEAP hand integration and skin deformation has cost us close to ยฃ10k in development funds already and it is no where near ready yet but has great potential.

      We are working hard to bug fix and update, we have lots of great features planned but it all takes time. It was either we release now and development or wait another 6 months until they were ready and we would have run out of money. At least now we can tick over thanks for the support of our customers. I will look into that black pixels bug, it should be fixed already though in Version 1.2.

  19. silence
    April 9, 2015 at 4:46 pm · Reply

    if i buy 1 x AVR with 5 poses.will in updates added also more poses in each product?

    • veiviev
      April 9, 2015 at 5:23 pm · Reply

      We are not sure yet. We are still debating this, it will feature a lot of very advanced updates compared to BVR. Hence the price difference.

  20. silence
    April 9, 2015 at 8:37 pm · Reply

    maybe you shoukld make a flatrate.pay 60euro for all comming contents.thats usefuller for who want buy all.people who want only a few content can pay 5 or 10 per content.

    • veiviev
      April 9, 2015 at 9:44 pm · Reply

      Yes we could possibly do something like that. This is all new so we are just finding our feet.

  21. JoeR
    April 10, 2015 at 3:45 am · Reply

    When I tried the AVRs I noticed something unexpected about my experience. Something about the lighting (possibly just being a more intense/contrasty lighting) made the lack of my own shadow jump out at me and pull me from having as much presence. In the BVR this never happened to me, but in AVR lighting, when I moved between the perceived direction of a bright light source and the model, I became very aware that I took up no space in that world. Even a very basic (rectangle with feathered edges?) shadow of my general position in space moving across the model might work. My solution was to switch the sky to something more evenly lit (overcast sky) so my brain stopped expecting a harsh shadow.
    Has something like this been brought up before?
    Even if my limbs cast no shadow (since that requires having tracking points on my body), I feel like just being a vague shape casting a shadow could further convince me that I exist in the same space as the model.

    • veiviev
      April 10, 2015 at 8:10 am · Reply

      Thanks for your feedback. Press H ๐Ÿ˜‰ (but miind your nose!) We hope to have something more advanced in future.

  22. Anton
    April 10, 2015 at 5:59 pm · Reply

    Hey guys thanks again for this great job!

    Nevertheless i have a judder problem with your updates. i bought two models the very first day of release, version 1.0 and it was absoluetly fluid and smooth, working perfectly in extend mode, V-sync ”on”, framerate stable at 75fps and low persistence on! i was amazed to see it working so well !

    Today i downloaded two new models one BVR in version 1.33 and i have judder with V-Sync stoping the framerate at 60 fps so impossible to turn on the low persistence without having a inconfortable judder!! And another one, an AVR model and i have got the same problem.

    what is going on? any idea? help please! ๐Ÿ˜‰

    • veiviev
      April 10, 2015 at 6:02 pm · Reply

      Hey thanks for your support. Sorry to hear about your problems, this is the first time we have have heard this regarding version updates. Can you tell us more about your system specs and which .exe you are using please, _DirectToRift.exe or the standard .exe? Did you make sure that Aero is turned ‘ON’ ? With VSync on you should have 75fps.

  23. Anton
    April 10, 2015 at 11:03 pm · Reply

    thanks for your great reactivity! if only VR developpers were all as good as you’re VR would be already adopted by everyone. ๐Ÿ™‚

    Well i figured it out. i noticed that the 1.O versions recognized my DK2 when it was in extended, secondary screen on the left. The image was sent directly into the oculus. everything worked perfectly.

    But with the update 1.33 it’s not the case anymore. DK2 has to be set as primary. If not, my V-Sync is locked on 60fps.

    i would be interested to know why it’s like this now. It’s not a big deal that’s for sure (even if i have to admit that having the DK2 as secondary screen is more convinient) but why was it so easy on the version 1.0? what changed ? I already had problems like this with other demos because i am running a Gamer Laptop with a screen locked at 60hz but what in your program changed between the two versions that made it be less flexible than it used to be? i am really curious.

    i Can give you more infos about my specs if you want. (maybe not here but by mail. don’t want to polute this feedback page. as you wish)

    But again guys, thanks for your great work.

    • veiviev
      April 11, 2015 at 12:12 am · Reply

      I can’t honestly say what changed your side but I doubt it was the version update. Maybe a coincidence. We really recommend using the _DirectToRift.exe it’s a much better experience. You don’t have to configure your Rift then as an extra screen, the image will be just sent directly. In the Oculus software, set your Rift Display mode to ‘Direct HMD Access from Apps’.

  24. Anton
    April 11, 2015 at 6:11 pm · Reply

    The thing is that i can try the version 1 now and it works directly and just after try the 1.33 and i have to put my DK2 on primary! So not really a coincidence. For now, it remains a mystery! ๐Ÿ™‚

    Direct HMD with my laptop (an asus G750jz) doesnt work well. Really rare not to have judder. I tryed it with VRgirlz and i have got judder.

    Anymay, the most important thing is : when there is a problem, find a solution. No matter wich one. And i have got mine to enjoy tour great work!

    Big thanks for the time you take to answer your ”fans”!
    Take care

    • veiviev
      April 11, 2015 at 7:37 pm · Reply

      OK thanks. So you use_DirecToRift.exe for both versions but only Version 1.0 will display correctly?

  25. Anton
    April 13, 2015 at 9:20 pm · Reply

    I managed to make DirectToRift.exe version 1.33 work perfectly but i have to set my DK2 as primary screen, extend mode.

    I don’t have to set my screen as primary when i play the version 1.0. It can stay as secondary screen wich is convinient.

    • veiviev
      April 14, 2015 at 11:26 am · Reply

      This sounds like something specific with how your DK2 is setup. It shouldn’t really work that way. You shouldn’t need to set your Rift as a primary screen. Did you try and set your Oculus settings to “Direct HMD Access from Apps”? Also make sure Aero is ON.

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