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Just getting started? Learn more about VR headsets, their differences and how to access content like VR porn!
Although the concept of virtual reality, also known as VR, has been around for decades, it is commonly perceived that it originated in science fiction liturature; specifically "Pygmalion's Spectacles" by Stanley G. Weinbaum. In Weinbaum's short VR is depicted as a goggle-and-base system, making use of holographic recordings and exposing the user to the sensation of smell and touch. While this isn't quite how modern virtual reality is experienced, it is a strong indicator as not only where VR came from, but also where it's headed.
So we know what the proposed definition of virtual reality was, but what do we consider modern virtual reality? Today, using a processing unit, a computer models 3 axis' ("X", "Y", and "Zeta") - recreating the 3 dimensions we experience in reality. The user is then able to control the scene they are exposed too, popular simulations including VR porn, games, theatrical-experiences and social interactions. Through the development of cost-effective technologies such as the VR Box headset and both community and commercial support, VR is now consumer-ready is expected to generate over $30 billion by the year 2020.
AR, or augmented reality, is the use of a virtual-overlay atop the real world - giving the user access to increased information pertaining to their specific surrounding or even the world in general. Currently considered in it's infancy compared to VR, augmented reality is actually projected to provide a much higher level of growth ($120 billion by 2020, as cited previously). Strong advancements in AR would allow consumers to not only use the same hardware for both purposes, but feature the 'best of both worlds,' including the ability to stay connected to the physical world when necessary.
Though there aren't any consumer available AR devices yet, Microsoft recently made big news when it released it's first Hololens developer kit. Priced around $3,000 USD - the Hololens, while promising to change the way we interact the world around us, still has a long way to go before becoming an everyday appliance, let alone a typical user watches something like virtual reality porn on. An investment in such a high degree of hardware would more practically be used in the medical or engineering fields, as demonstrated previously at both its reveal and recent conferences.
Even though many H.M.D's (head-mounted displays) still have yet to be available for purchase, the most accessible - and affordable - are actually already available. This doesn't come without loss, however; VR displays that use mobile CPU / GPUs to perform the rendering don't offer the fidelity or frame-rate of their desktop counterparts, but still offer an incredible level of immersion while still remaining both affordable and portable. Varying in price (and obviously performance), some of the most popular VR headsets include:
Cardboard headsets offer a great introduction into VR technology without the cost. Compatible with both Android and iPhone, experiences are limited to do the usually lower-resolution display and poor performance of internal sensors. Due to its sensors, its not meant to be head-mounted but instead held.
Partnering with Oculus, Samsung offers the Gear VR as an advanced experience to Cardboard. The Gear VR offers a huge library of high quality VR games, apps and other Oculus-sponsored content. Can also be used for standard Cardboard content by disabling the Oculus home process.
A huge step-forward in fidelity and resolution, the Oculus Rift is dependant on a high-performance computer to function, utilizing modern day consumer GPUs to power its high-immersion graphics. One drawback, as noted by users, is the inability to stray from your chair without first purchasing more hardware.
Currently the most expensive of all consumer-ready VR headsets, the HTC Vive is also the only to include the ability for full room tracking. Improving immersion - the Rift and other devices leave you stationary unless using a controller - while the Vive, however, will allow you to freely move around your VR space.
After the widely-popular reciption of Cardboard, Google announced the adaption of virtual-reality capabilities built-in to Android 7.0 and beyond. Part of the required specifications for these so called 'DayDream' units is a HMD and phones equipped with the latest in mobile displays: particularly those with high resolutions and refresh rates. Google has explicitly stated that each manufacturer will also produce their own headsets, although Google will be providing a reference design.
Set to be released Fall of 2016, you can find more information official Daydream website.
A very common question from those new to virtual reality, especially VR porn and other adult content, is What's the difference between the different types of content? While it's certainly hard to determine the difference while viewing content on your HMD, there are benefits to each, and knowing them may help you properly determine how to best experience your videos in VR.
The two primary types of videos used are Stereoscopic and Monoscopic. Just as the names might have led you to believe, one is created using individual cameras (later stitching the footage together), while the other uses two cameras simultaneously to reproduct depth. Still-stitching shots together, this methodology is much harder maintain, and thus most content is high-quality monoscopic videos. Content providers vary depending on your headset - though all provide new films / videos frequently.
Most video files the provide full-360 or 180 degree immersion are extremely large. While many of us have faster broadband connections or reliable enough ISPs to invest in download time, it still isn't feasible for many people. The ability to stream free VR porn is very useful for exactly this reason - keeping your video in the browser not only spares bandwidth, but also improves users ability to browse. Modern browsers also support the ability to use a keyboard / mouse combination as an alternative to display tracking.
And though secondary-senses are not yet connected to current virtual-reality systems, haptic feedback, nerve-interactions and other peripherals promise to make porn in VR more realistic than ever before.