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Realistic Foreskin & Erection Simulation

Plugins + Scripts Realistic Foreskin & Erection Simulation

Download [1.16 MB]
Hi, you are right, this is unfortunately somewhat a breaking change. I thought about it for some time, but usability won against backwards compatibility in this case. If you know the old and new triggers (see below), you could edit them directly in the .json (replace) effectively:

- RealisticErection: OLD "Erection Level" remained the same in NEW, this works from 0-1 and this is the intended main erection level trigger. I recommend using this one!

- RealisticErection: OLD "Erection Test" is NEW "Test Mode: Set Erection Level", this works from 0-700 (intensity) and only presets the level. To activate the preset level, use the next trigger.
- RealisticErection: OLD "Testing" is NEW "Enable / Disable Test Mode", on/off, only activates/deactivates test mode, the preset level will be applied.

And you are right, I removed the test triggers in the Foreskin plugin. I considered them not useful as they did not work reliably (not at all in transition state of the foreskin).

- RealisticForeskin: OLD "Testing" (test mode activation) and OLD "Foreskin Test" (foreskin level) have been removed. NEW "Foreskin Tension" works to control the foreskin state, but slowly. Please describe to me what you need the manual foreskin control exactly for, so I can think of a good solution.
Oh ok, thanks ! i've tested the Foreskin Tension (before i was playing with foreskin test 'ON' at 0, then turn the foreskin test trigger to OFF to reach an effect of close/open), but now it looks even better than the old trigger. So its very nice (y) :love: , just require to set it to 0 to get the expected result. Awesome improvments indeed! 🙏
 
The Update is really good and works well, nice work, thank you! Can you please also add a trigger option for the cock creator cock size (small, medium, large) if possible?
 
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The Update is really good and works well, nice work, thank you! Can you please also add a trigger option for the cock creator cock size (small, medium, large) if possible?
Sorry, I overlooked your comment. I will have a look and add it for the next version!
 
RunRudolf updated Realistic Foreskin & Erection Simulation with a new update entry:

Dynamic Breathing, Bugfixes

View attachment 540404
Credits: Male: Cornell by GiovniYA, Female: KenniCat by SlimerJSPud

New Functions
  • RealisticErection: Added breathing with frequency and amplitude depending on erection level (and orgasm) and slight randomness. The algorithm is from HyperReal.RealBreath plugin (CC-BY) and modified to allow smooth transitions between breathing intensities. If a female person carrying the RealisticEreciton plugin is penetrated for some time and the breathing...

Read the rest of this update entry...
 
RunRudolf updated Realistic Foreskin & Erection Simulation with a new update entry:

New UI

View attachment 542089
Credits: Eärendil by pgdaddy (Alt Futa setup with RealisticForeskinSim) with body protectory by maru01, shirt by VL_13, boots by JackyCracky, shorts by Tenzan

New Functions
  • ControlCenter, RealisticErection, RealisticForeskin: Complete overhaul of the UI, adding a second UI level where it makes sense, and preventing any need for scrolling. Some functions have been moved from one to another tab, but you will find it as their...

Read the rest of this update entry...
 
Hello, thanks for the amazing plugin :D

I was wondering if it was possible to add a slider for the foreskin state that could be called from timeline, kinda like how you can call the erection level but for the foreskin, I looked around in the variables and on the triggers and couldn't find one.
It would be a cool addition to be able to control the look of the penis foreskin manually with timeline when it's not being interacted with.
 
Hello, thanks for the amazing plugin :D

I was wondering if it was possible to add a slider for the foreskin state that could be called from timeline, kinda like how you can call the erection level but for the foreskin, I looked around in the variables and on the triggers and couldn't find one.
It would be a cool addition to be able to control the look of the penis foreskin manually with timeline when it's not being interacted with.
Hi, I would try using "Foreskin Tension". It's not directly manipulating the foreskin state, but it has the same effect. Its pretty much damped though, depending on what you want this is not perfect. Does that work for you?
If not, I will re-add the "Testing" toggle and the "Foreskin State" slider, but I thought this is not necessary. Let me know...
 
Hi, I would try using "Foreskin Tension". It's not directly manipulating the foreskin state, but it has the same effect. Its pretty much damped though, depending on what you want this is not perfect. Does that work for you?
If not, I will re-add the "Testing" toggle and the "Foreskin State" slider, but I thought this is not necessary. Let me know...
Yeah, foreskin tension gets it halfway there but not exactly what I'm looking for, I'd greatly appreciate the testing toggle and the foreskin state slider.
Thanks again :D
 
Yeah, foreskin tension gets it halfway there but not exactly what I'm looking for, I'd greatly appreciate the testing toggle and the foreskin state slider.
Thanks again :D
No problem, this will be in the next update. I am still wondering how the manual application of the foreskin state would be useful, but I am sure you have a setting that makes sense!
 
RunRudolf updated Realistic Foreskin & Erection Simulation with a new update entry:

Bugfix, Normal Map Tuning & Foreskin Trigger

View attachment 542218
Credits: Scene from RunRudolf's 'In A Good Mood' (rework is in progress - stay tuned).

New Functions
  • RealisticForeskin: Added a method to determine erection based on penis base and penis mid Joint Drive Spring values when using RealisticForeskin standalone (without RealisticErection). Joint Drive Spring values of 5 and larger are considered erect. Foreskin state will automatically adapt to the Joint Drive Spring values...

Read the rest of this update entry...
 
No problem, this will be in the next update. I am still wondering how the manual application of the foreskin state would be useful, but I am sure you have a setting that makes sense!
Like right now I'm working on a scene and I wanna make a shot where the girl is standing over a guy and his penis is not really going flaccid but it's bending to the side a little,
I wanna make the foreskin go from all the way peeled back to retracted into a little animation with the penis, but since she is standing over and there is nothing interacting with the penis, this is the type of situation where in my opinion the slider would come in.
 
Hello, when I using this plugin, my GPU utilization drops below 50%, while the VAM performance monitor shows high physics usage. Could it be that my CPU performance is too low?
My computer hardware is i5-12500 with 32GB RAM and RTX 5060Ti 16GB.
 
Hello, when I using this plugin, my GPU utilization drops below 50%, while the VAM performance monitor shows high physics usage. Could it be that my CPU performance is too low?
My computer hardware is i5-12500 with 32GB RAM and RTX 5060Ti 16GB.
Hi exax, thanks for your observation report. I cannot repdoduce this completely, but the performance monitor ingame shows the following in my case in a one male person scene with three lights on desktop (only compare the averages, i.e. the right column of values):

1763490548896.png


I usually run my game with fixed framerate of 30 fps during developing sessions, but this one is with unlimited fps on an RTX 5080 and AMD Ryzen 7800x3D. The UI is closes when measuring frames - many UI functionalities have considerable impact on fps.

What I usually observe is that the fps actually increases a bit with the plugin installed (which is kind of weird for me), and the physics time increases (which makes sense, there are quite a few dynamic morphs applied). But the increase in physics time seems very affordable to me. I have no idea why the fps is higher with total increased calculation times (1.48 vs. 1.33) - must be some VaM "under the hood" particularity. I have the physics patch installed.

If you want to further investigate this, you would have to send more detail!
 
以固定的 30 帧每秒运行游戏,但这次是在 RTX 5080 和 AMD Ryzen 7800x3D 上以无限帧率运行。测量帧时 UI 是关闭的——许多 UI 功能对帧率有相当大的影响。

Hi exax, thanks for your observation report. I cannot repdoduce this completely, but the performance monitor ingame shows the following in my case in a one male person scene with three lights on desktop (only compare the averages, i.e. the right column of values):

View attachment 542573

I usually run my game with fixed framerate of 30 fps during developing sessions, but this one is with unlimited fps on an RTX 5080 and AMD Ryzen 7800x3D. The UI is closes when measuring frames - many UI functionalities have considerable impact on fps.

What I usually observe is that the fps actually increases a bit with the plugin installed (which is kind of weird for me), and the physics time increases (which makes sense, there are quite a few dynamic morphs applied). But the increase in physics time seems very affordable to me. I have no idea why the fps is higher with total increased calculation times (1.48 vs. 1.33) - must be some VaM "under the hood" particularity. I have the physics patch installed.

If you want to further investigate this, you would have to send more detail!
2025-11-19_131147-1.png
2025-11-19_131147-2.png

What information do I need to provide? My CPU performance patch is version v13beta1evo 1.22.0.13.

I noticed that when I disable soft body physics, GPU usage spikes to 95+%. Physics time is at 6ms.

As far as I know, software physics only supports single-core, right? None of my CPU cores are at 100% utilization. Why does GPU usage return to normal when I disable soft body physics?
 
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View attachment 542717View attachment 542718
What information do I need to provide? My CPU performance patch is version v13beta1evo 1.22.0.13.

I noticed that when I disable soft physics, GPU usage spikes to 95+%. Physics time is at 6ms.

As far as I know, software physics only supports single-core, right? None of my CPU cores are at 100% utilization. Why does GPU usage return to normal when I disable soft physics?
I dont know what type of scene you are working with here. Seems pretty heavy, almost 20 ms of physics time takes it down pretty much to less than 50 fps.

That seems however pretty unrelated to my plugin doesn't it?

Regarding soft physics and how VaM uses (or rather does not use) multi CPU cores, thats not the right discussion forum here, I do not know enough about it. In the end, VaM is extremely CPU limited and single core heavy.
 
我不知道你这里在处理什么类型的场景。看起来相当重,将近20毫秒的物理时间几乎让它降到不到50帧。


这似乎与我的插件关系不大,对吧?


关于软物理和 VaM 如何使用(或者说根本不使用)多核 CPU,这不是这里正确的讨论论坛,我对这方面了解不多。归根结底,VaM 受到 CPU 的极大限制,并且非常依赖单核。
2025-11-19_141552-1.png
2025-11-19_141552-2.png

I forgot to mention that GPU usage is normal without this plugin.The scene is C&G-STUDIO's https://hub.virtamate.com/resources/q-d-rising-the-bar.51790/

This is a performance monitor screenshot without the realistic-foreskin plugin. The previous reply shows the screenshot after enabling realistic-foreskin. In both cases, the sSoft body physics have been enabled.

After installing this plugin, both GPU and frame rate remain normal when sex animations are not running. Performance stays stable for the first 5-6 seconds after launching an animation, but GPU utilization subsequently drops to around 50%.
 
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View attachment 542720View attachment 542721
I forgot to mention that GPU usage is normal without this plugin.The scene is C&G-STUDIO's https://hub.virtamate.com/resources/q-d-rising-the-bar.51790/

This is a performance monitor screenshot without the realistic-foreskin plugin. The previous reply shows the screenshot after enabling realistic-foreskin. In both cases, the sSoft body physics have been enabled.
Would you try and replace this scenes very old version of the foreskin plugins with version 103? I did quite some performance optimizations in the meantime.
 
I dont know what type of scene you are working with here. Seems pretty heavy, almost 20 ms of physics time takes it down pretty much to less than 50 fps.

That seems however pretty unrelated to my plugin doesn't it?

Regarding soft physics and how VaM uses (or rather does not use) multi CPU cores, thats not the right discussion forum here, I do not know enough about it. In the end, VaM is extremely CPU limited and single core heavy.
I raised the issue of CPU single-core performance because I couldn't determine whether it was a problem with the VAM program itself or with the plugins.
 
I raised the issue of CPU single-core performance because I couldn't determine whether it was a problem with the VAM program itself or with the plugins.
I will do another test later with the respective scene (if I have it, once got a bunch of them from G&C for testing purposes).

Without more info, sounds like thermal throttling of CPU or GPU, but that should rather not only happen with my plugin, but in both cases.
 
The plugin is great but there is some serious feature creep... So much functionality could and should be completely separate imo - like the "create a cock" feature, because do you really need completely new gens every time you create a scene and want realistic animations? No, you likely create gens for a look once and never touch them again. Even if you needed it to be dynamic for texture animation, separating that from the main purpose of the plugin would simplify the UI and scope significantly... Personally I'd even separate foreskin and erection into their own plugins, but I understand that they are very close in purpose.

The reason this is irritating to me is because having all these features in one plugin that many only use for the morph animation part adds bugs and deteriorates performance.

Not trying to hate, the plugin is real good otherwise
 
The plugin is great but there is some serious feature creep... So much functionality could and should be completely separate imo - like the "create a cock" feature, because do you really need completely new gens every time you create a scene and want realistic animations? No, you likely create gens for a look once and never touch them again. Even if you needed it to be dynamic for texture animation, separating that from the main purpose of the plugin would simplify the UI and scope significantly... Personally I'd even separate foreskin and erection into their own plugins, but I understand that they are very close in purpose.

The reason this is irritating to me is because having all these features in one plugin that many only use for the morph animation part adds bugs and deteriorates performance.

Not trying to hate, the plugin is real good otherwise
Thats an ongoing discussion, but you can use erection and foreskin sparately since a very long time already. The rest is more interlinked you might expect, thus not easily separable. Maybe idle mocaps could be made standalone, but the cock creator uses all of the morphs the other plugins also use, and the altfuta functionality is super interconnected.
 
Thats an ongoing discussion, but you can use erection and foreskin sparately since a very long time already. The rest is more interlinked you might expect, thus not easily separable. Maybe idle mocaps could be made standalone, but the cock creator uses all of the morphs the other plugins also use, and the altfuta functionality is super interconnected.
I figured others have mentioned this already, I didn't read through the other pages

Compatibility with other plugins like AltFuta is not the problem, that should definitely be there. I fail to see why the cock creator, the clothing manager AND idle mocap need to be integrated into this though and that's for the control center alone
Then there's orgasm functionality grabbed from the fluids plugin, idk why one wouldn't just trigger orgasm in fluids directly instead of using this
Divining Rod just loads the divining rod plugin and lets you configure settings but in this UI instead (why?)
You can load pubic hairs using the plugin in case you forgot when you created the look, I guess?

And from what I can tell you're working on even more features, which I'm sure are great... But yk

I get that this is highly subjective and that at the end of the day, it's your plugin and you shall do whatever you please with it - just trying to offer another perspective
 
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I figured others have mentioned this already, I didn't read through the other pages

Compatibility with other plugins like AltFuta is not the problem, that should definitely be there. I fail to see why the cock creator, the clothing manager AND idle mocap need to be integrated into this though and that's for the control center alone
Then there's orgasm functionality grabbed from the fluids plugin, idk why one wouldn't just trigger orgasm in fluids directly instead of using this
Divining Rod just loads the diving rod plugin and lets you configure settings but in this UI instead (why?)
You can load pubic hairs using the plugin in case you forgot when you created the look, I guess?

And from what I can tell you're working on even more features, which I'm sure are great... But yk

I get that this is highly subjective and that at the end of the day, it's your plugin and you shall do whatever you please with it - just trying to offer another perspective
Its definitely much more than you mention. Its not just "triggering orgasm" (it is e.g. in sync with configurable sequences, facial animations, throbbing, it uses fluids presets, precum, cum cloth etc.). The same is true for pubic hair: There is an auto hide routine which hides altfuta penis and pubic hair when under clothing, and Divining Rod is considerably improved compared to the old original. These are just a few examples... Its difficult to briefly describe all functionalities inside the UI because of space restrictions, but I try to keep it very stringent and clean.

I agree though that the idles are off topic - I might separate them sometime.

If you just need the basics, leave the ControlCenter away and use foreskin and/or erection plugins alone. I am not planning to remove other main functions in the future, and this suite (tje ControlCenter in particular) will strive to be a male one stop solution!
 
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