Forte VFX1: Difference between revisions
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|VR/AR = [[Virtual Reality]] | |VR/AR = [[Virtual Reality]] | ||
|Type = [[Head-mounted display]] | |Type = [[Head-mounted display]] | ||
|Subtype = [[ | |Subtype = PC VR | ||
|Release | |Platform = [[PC]] (ISA bus) | ||
|Price = $695 ( | |Creator = [[Forte Technologies]] | ||
|Display = 2 x LCD | |Announced = 1994 (CES) | ||
|Resolution = | |Release = 1995 | ||
|Refresh | |Discontinued = ~2000 | ||
| | |Price = $695 MSRP ($599 retail average) | ||
| | |Website = | ||
| | |OS = DOS, Windows | ||
| | |CPU = Host PC dependent | ||
| | |GPU = Host PC dependent | ||
| | |Storage = | ||
|RAM = | |||
|Display = 2 x 0.7" Active Matrix LCD (Kopin) | |||
|Resolution = 263 x 230 per eye | |||
|Refresh = 60 Hz | |||
|Brightness = | |||
|FOV = 35.5° diagonal | |||
|PPD = | |||
|Lenses = Dual adjustable focus lenses | |||
|IPD = Adjustable | |||
|Eye Tracking = | |||
|Hand Tracking = | |||
|Tracking = 3DoF | |||
|Spatial Mapping = | |||
|Speakers = Stereo headphones (integrated) | |||
|Microphone = | |||
|Audio Jack = 1/8" line in/out | |||
|Connectivity = ISA VIP board, VESA feature connector | |||
|Ports = Proprietary 8-foot cable | |||
|Battery = | |||
|Weight = | |||
|Materials = | |||
|Colors = | |||
|Sensors = | |||
|Input = Cyberpuck controller (2DoF + 3 buttons) | |||
}} | }} | ||
'''Forte VFX1''' | The '''Forte VFX1''' (also known as '''VFX1 Headgear''') was a consumer [[virtual reality]] [[head-mounted display]] developed by Forte Technologies, Inc. of Rochester, New York. Released in 1995, the VFX1 was widely considered the most advanced, complex, and expensive consumer VR system available during the VR craze of the mid-1990s. The system comprised a helmet with stereoscopic 3D displays, a handheld Cyberpuck controller, and an ISA interface board.<ref name="wikipedia">{{cite web|url=https://en.wikipedia.org/wiki/VFX1_Headgear|title=VFX1 Headgear|publisher=Wikipedia}}</ref> | ||
== History and Development == | |||
=== Forte Technologies === | |||
Forte Technologies, Inc. was founded in Rochester, New York, with the goal of bringing immersive virtual reality experiences to the consumer market. | |||
=== CES 1994 Announcement === | |||
The VFX1 Headgear was announced at the Consumer Electronics Show (CES) in 1994, generating significant interest in the gaming and technology communities. | |||
=== 1995 Release === | |||
The VFX1 was released in 1995 with a manufacturer's suggested retail price (MSRP) of $695, though it typically sold for around $599 at retail. The headset was available at major retailers including CompUSA and Babbage's, making it relatively accessible to consumers compared to professional VR equipment.<ref name="vrtifacts">{{cite web|url=https://vrtifacts.com/retrospective-photo-review-of-forte-vfx1-virtual-reality-system/|title=Retrospective photo review of Forte VFX1 Virtual Reality system|publisher=V-Rtifacts}}</ref> | |||
=== Global Distribution === | |||
By 1996, the VFX1 was available in stores worldwide, representing one of the first truly global consumer VR product launches. | |||
=== Acquisition by IIS === | |||
In 1997, Interactive Imaging Systems (IIS) was founded after purchasing the assets of Forte Technologies. IIS would later release the [[IIS VFX3D]] in 2000 as a successor. IIS eventually became [[Vuzix]], continuing to operate in the wearable display market as of 2023. | |||
== Design and Hardware == | |||
=== Display System === | |||
The VFX1 helmet featured dual 0.7-inch active matrix LCD displays manufactured by Kopin: | |||
* '''Resolution:''' 263 x 230 pixels per eye | |||
* '''Color Depth:''' 256 colors | |||
* '''Refresh Rate:''' 60 Hz | |||
* '''Field of View:''' 35.5° diagonal | |||
=== Optical System === | |||
The optics comprised dual lenses with: | |||
* Adjustable focus for each eye | |||
* Adjustable interpupillary distance (IPD) | |||
* Optional glass optics upgrade available at additional cost | |||
=== Ergonomic Design === | |||
A unique ergonomic design placed the center of gravity over the crown of the head rather than the bridge of the nose, ensuring a more comfortable fit during extended use. The visor portion hinged at the forehead, allowing users to flip between the virtual world and reality without removing the headset. | |||
=== Audio System === | |||
Integrated stereo headphones provided immersive audio. Audio signals were routed through the VIP interface board using external 1/8" audio jacks connected to the PC's sound card. | |||
== Interface System == | |||
=== VIP Interface Board === | |||
The VFX1 Headgear Interface Protocol (VIP) board was a 16-bit ISA card that served as the central hub for all communications between the headset and the host PC: | |||
* Received video input from the graphics card's 26-pin VESA feature connector | |||
* Routed audio signals to and from the sound card | |||
* Processed head tracking data | |||
=== Cable System === | |||
Audio, video, and tracking data were exchanged with the headset over a single proprietary 8-foot cable. Multiple cables could be daisy-chained together for improved mobility during use. | |||
== Tracking System == | |||
The VFX1 incorporated 3DoF (three degrees of freedom) head tracking, detecting: | |||
* '''Yaw:''' Left-right head rotation | |||
* '''Pitch:''' Up-down head rotation | |||
* '''Roll:''' Head tilt | |||
== Input Devices == | |||
=== Cyberpuck Controller === | |||
The VFX1 included the Cyberpuck, a gyroscopic joystick designed to be held in mid-air while playing VR games in a standing position: | |||
* '''Tracking:''' 2DoF (Pitch and Roll) | |||
* '''Buttons:''' 3 programmable buttons | |||
The Cyberpuck allowed natural pointing and aiming in VR games without requiring a surface to rest on. | |||
== Software Compatibility == | |||
=== Game Support === | |||
The VFX1 connected to IBM-compatible PCs via the ISA bus and supported immersive gameplay in numerous titles: | |||
* '''Descent''' (built-in VFX1 support) | |||
* '''Quake''' | |||
* '''Star Wars: Dark Forces''' | |||
* '''System Shock''' (built-in VFX1 support) | |||
* '''ZAR''' (built-in VFX1 support) | |||
Most games required specific patches to fully support VFX1 features, though some titles included native support. | |||
== Specifications == | == Specifications == | ||
{| class="wikitable" | |||
|- | |||
! Specification !! Details | |||
|- | |||
| Display Type || 2 x 0.7" Active Matrix LCD | |||
|- | |||
| Display Manufacturer || Kopin | |||
|- | |||
| Resolution || 263 x 230 per eye | |||
|- | |||
| Color Depth || 256 colors | |||
|- | |||
| Refresh Rate || 60 Hz | |||
|- | |||
| Field of View || 35.5° diagonal | |||
|- | |||
| Optics || Dual adjustable lenses | |||
|- | |||
| Head Tracking || 3DoF | |||
|- | |||
| Controller || Cyberpuck (2DoF + 3 buttons) | |||
|- | |||
| Interface || ISA VIP board | |||
|- | |||
| Video Input || 26-pin VESA feature connector | |||
|- | |||
| Audio || Integrated stereo headphones | |||
|- | |||
| Price || $695 MSRP / ~$599 retail | |||
|} | |||
== Legacy == | |||
The Forte VFX1 represented the pinnacle of 1990s consumer VR technology. While ultimately a commercial failure like most VR products of its era, the VFX1 demonstrated the potential for immersive gaming and influenced later developments in the field. Its successor, the [[IIS VFX3D]], and the eventual evolution of Forte's technology into [[Vuzix]]'s product line show the lasting impact of the VFX1 on the wearable display industry. | |||
== See Also == | == See Also == | ||
* [[IIS VFX3D]] | |||
* [[Vuzix]] | |||
* [[VictorMaxx CyberMaxx]] | |||
* [[Virtual Reality]] | * [[Virtual Reality]] | ||
* [[ | * [[1990s VR]] | ||
== References == | |||
{{Reflist}} | |||
[[Category:Devices]] | |||
[[Category:VR Headsets]] | [[Category:VR Headsets]] | ||
[[Category:Head-mounted displays]] | [[Category:Head-mounted displays]] | ||
[[Category:1990s VR]] | |||
[[Category:Consumer VR]] | |||
[[Category:Historical VR devices]] | |||
[[Category:PC VR]] | |||