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Philips Scuba: Difference between revisions

Created page with "{{Device Infobox |image = |VR/AR = Virtual Reality |Type = Head-mounted display |Subtype = Console-Powered VR |Platform = |Creator = |Developer = Philips |Manufacturer = Koninklijke Philips N.V. |Announcement Date = May 1996 |Release Date = August 1998 |Price = $299 USD |Website = |Versions = VIV100, VIV100AT01 |Requires = Nintendo 64, Sega Saturn, Sony PlayStation, or PC with NTSC output |Predecessor = |Successor = |Operating System = |Chipset..."
 
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|VR/AR = Virtual Reality
|VR/AR = Virtual Reality
|Type = Head-mounted display
|Type = Head-mounted display
|Subtype = Console-Powered VR
|Subtype = Console-Powered VR / Video headset
|Platform =  
|Platform =  
|Creator =  
|Creator =  
|Developer = [[Philips]]
|Developer = [[Philips]] / Philips Consumer Electronics
|Manufacturer = [[Koninklijke Philips N.V.]]
|Manufacturer = [[Koninklijke Philips N.V.]] / Philips Consumer Electronics
|Announcement Date = May 1996
|Announcement Date = Late 1996
|Release Date = August 1998
|Release Date = 1997-1998
|Price = $299 USD
|Price = $299 USD
|Website =  
|Website =  
|Versions = VIV100, VIV100AT01
|Versions = VIV100, VIV100AT, VIV100AT01
|Requires = [[Nintendo 64]], [[Sega Saturn]], [[Sony PlayStation]], or PC with NTSC output
|Requires = [[Nintendo 64]], [[Sega Saturn]], [[Sony PlayStation]], [[DVD player]], or PC with composite video output
|Predecessor =  
|Predecessor =  
|Successor =  
|Successor =  
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|Memory =  
|Memory =  
|SD Card Slot = No
|SD Card Slot = No
|Display = [[AMLCD]] (Active Matrix LCD)
|Display = Dual [[AMLCD]] (Active Matrix LCD), approx. 0.7 inches each
|Subpixel Layout =  
|Subpixel Layout =  
|Peak Brightness =  
|Peak Brightness =  
|Resolution = 263 × 230 pixels
|Resolution = 263 × 230 pixels per eye
|Refresh Rate = 18 Hz
|Refresh Rate = 60 Hz (NTSC) / 50 Hz (PAL)
|Pixel Density =  
|Pixel Density =  
|Persistence =  
|Persistence =  
|Precision =  
|Precision =  
|Field of View = 50° diagonal
|Field of View = 50° diagonal (40° horizontal × 30° vertical)
|Horizontal FoV = 45°
|Horizontal FoV = 40°-45°
|Vertical FoV =  
|Vertical FoV = 30°
|Visible FoV =  
|Visible FoV =  
|Rendered FoV =  
|Rendered FoV =  
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|Peak Pixel Density =  
|Peak Pixel Density =  
|Foveated Rendering = No
|Foveated Rendering = No
|Optics =  
|Optics = Single-element plastic lenses with fixed focus
|Ocularity = Binocular
|Ocularity = Binocular
|IPD Range = Fixed
|IPD Range = Fixed (no adjustment)
|Adjustable Diopter = No
|Adjustable Diopter = No
|Passthrough = No
|Passthrough = No
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|Play Space =  
|Play Space =  
|Latency =  
|Latency =  
|Audio = Built-in stereo headphones
|Audio = Built-in stereo headphones/speakers
|Microphone = No
|Microphone = No
|3.5mm Audio Jack =  
|3.5mm Audio Jack = Yes (audio input)
|Camera = No
|Camera = No
|Connectivity = [[RCA]] composite video input, audio input
|Connectivity = [[RCA]] composite video input, stereo audio input
|Ports =  
|Ports = Composite video (RCA), 3.5mm stereo audio
|Wired Video = Yes
|Wired Video = Yes
|Wireless Video = No
|Wireless Video = No
|WiFi = No
|WiFi = No
|Bluetooth = No
|Bluetooth = No
|Power = External power supply via control box
|Power = External power supply via control box (9V DC)
|Battery Capacity = N/A
|Battery Capacity = N/A
|Battery Life = N/A
|Battery Life = N/A
|Charge Time = N/A
|Charge Time = N/A
|Dimensions =  
|Dimensions =  
|Weight = 544 g (1.19 lb)
|Weight = 544 g (1.19 lb / 19.2 oz)
|Material = Plastic with rubber face mask
|Material = Plastic with rubber face mask
|Headstrap = Adjustable head harness with rear cradle
|Headstrap = Adjustable head harness with rear cradle and elastic top strap
|Haptics = No
|Haptics = No
|Color = Gray/Black
|Color = Gray/Black
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}}
}}


The '''Philips Scuba Virtual Immersion Visor''' (model '''VIV100''') was a [[head-mounted display]] (HMD) released by [[Philips]] in August 1998. Despite being marketed as a [[virtual reality]] headset, it was essentially a wearable television display that provided a stereoscopic viewing experience without true VR capabilities.<ref name="retrovolve">Retrovolve. "The Scuba Virtual Immersion Visor May Be the Worst Gaming Peripheral of All Time". July 14, 2020.</ref><ref name="vrshop">The VR Shop. "Scuba Visor - Info, Specs, Release Date". February 19, 2022.</ref>
The '''Philips Scuba Virtual Immersion Visor''' (models '''VIV100''', '''VIV100AT''', '''VIV100AT01''') was a [[head-mounted display]] (HMD) released by [[Philips]] Consumer Electronics in 1997-1998. Despite being marketed as a [[virtual reality]] headset during the 1990s VR craze, it was essentially a wearable television display or "video headset" that provided a stereoscopic viewing experience without true VR capabilities such as [[head tracking]].<ref name="retrovolve">Retrovolve. "The Scuba Virtual Immersion Visor May Be the Worst Gaming Peripheral of All Time". July 14, 2020.</ref><ref name="vrshop">The VR Shop. "Scuba Visor - Info, Specs, Release Date". February 19, 2022.</ref> The device created a perceived 30-inch image at approximately 1.5 meters viewing distance.<ref name="googlearts">Google Arts & Culture. "Philips Scuba VR Visor head-mounted display".</ref>


==History==
==History==
===Development===
===Development===
The Scuba's technology was originally developed as a VR helmet for the [[Atari Jaguar]] home game system. However, when that project fell through, the technology was sold and released by other companies without the [[head tracking]] component that Atari had intended to use for its Missile Command VR game.<ref name="googlearts">Google Arts & Culture. "Philips Scuba VR Visor head-mounted display".</ref>
The Scuba's technology was originally developed as a VR helmet for the [[Atari Jaguar]] home game system (released in 1993), descended from [[Retinal Displays]]' "Visor" family of HMDs. However, when that project fell through, the technology was sold to [[Philips]], who licensed the optics and chassis design while removing the [[head tracking]] component that Atari had intended to use for its Missile Command VR game.<ref name="googlearts">Google Arts & Culture. "Philips Scuba VR Visor head-mounted display".</ref><ref name="vrsarticle">VR Society. "Virtuality – A New Reality of Promise, Two Decades Too Soon". 2018.</ref>


===Release===
===Release===
Philips announced the Scuba Virtual Immersion Visor in May 1996 and released it in August 1998 at a retail price of $299 USD.<ref name="vrshop"/> This price point was notably $100 more than the launch price of the [[Nintendo 64]], making it an expensive peripheral for the time.<ref name="retrovolve"/>
Philips first teased the device at trade shows in late 1996<ref name="ultragppsg">Ultra Game Players #104. "Scuba Virtual Immersion Visor mini-review". December 1997.</ref> and released the Scuba Virtual Immersion Visor in 1997-1998 at a retail price of $299 USD.<ref name="vrshop"/><ref name="retrovolve"/> This price point was notably $100 more than the launch price of the [[Nintendo 64]], making it an expensive peripheral for the time—roughly $550 adjusted for 2025 inflation.<ref name="retrovolve"/><ref name="ultragppsg"/>


===Market Performance===
===Market Performance===
The Scuba sold approximately 55,000 units during its commercial run.<ref name="googlearts"/> Despite Philips' marketing efforts positioning it as a virtual reality device, consumer reception was mixed to negative, with many criticizing its poor image quality and misleading VR branding.
The Scuba sold approximately 55,000 units during its commercial run before being discontinued in 1999.<ref name="googlearts"/> Despite Philips' marketing efforts positioning it as a virtual reality device with claims like "You hadn't played a game until you'd played it wearing an Immersion Visor," consumer reception was mixed to negative, with many criticizing its poor image quality and misleading VR branding. The molds were later reused for low-cost TV viewers in Asia, while Retinal Displays pivoted toward wave-guide optics—technology that ultimately seeded [[DigiLens]] in the mid-2000s.<ref name="retinaldisplays">XVRWiki. "Retinal Displays".</ref>


==Technical Specifications==
==Technical Specifications==
===Display Technology===
===Display Technology===
The Scuba featured an [[Active Matrix LCD]] (AMLCD) display panel with the following specifications:
The Scuba featured dual [[Active Matrix LCD]] (AMLCD) display panels, each approximately 0.7 inches in size, with the following specifications:
* '''Resolution''': 263 × 230 pixels per eye<ref name="googlearts"/><ref name="vrshop"/>
* '''Resolution''': 263 × 230 pixels per eye<ref name="googlearts"/><ref name="vrshop"/>
* '''TV Lines''': 400 TV lines<ref name="vrshop"/>
* '''TV Lines''': 400 TV lines<ref name="vrshop"/>
* '''Refresh Rate''': 18 Hz<ref name="vrshop"/>
* '''Refresh Rate''': 60 Hz (NTSC) / 50 Hz (PAL)<ref name="youtube">YouTube. "Philips Scuba VR headset from 1997 (VIV100) – capacitor test & teardown". February 1, 2024.</ref>
* '''Field of View''': 50° diagonal, approximately 45° horizontal<ref name="vrshop"/><ref name="mellott">Mellott's VR Page. "The Philips Scuba Review".</ref>
* '''Field of View''': 50° diagonal (40° horizontal × 30° vertical effective)<ref name="vrshop"/><ref name="mellott">Mellott's VR Page. "The Philips Scuba Review".</ref>
* '''Optics''': Single-element plastic lenses with fixed focus; no [[IPD]] or [[diopter]] adjustment<ref name="ultragppsg"/>


===Physical Design===
===Physical Design===
The headset weighed 544 grams (1.19 pounds) and featured a design similar to a diving mask, hence the "Scuba" name.<ref name="vrshop"/> It utilized:
The headset weighed 544 grams (1.19 pounds / 19.2 ounces) and featured a design similar to a diving mask, hence the "Scuba" name.<ref name="vrshop"/> It was heavier than contemporary video glasses such as the [[Sony Glasstron]], which reviewers criticized for causing neck strain during extended sessions.<ref name="dogey">Dogey's Lair. "The Scuba Review".</ref> The device utilized:
* A rubber face mask that pressed against the user's face to block external light<ref name="mellott"/>
* A rubber face mask that pressed against the user's face to block external light<ref name="mellott"/>
* An adjustable head harness with a rear cradle for weight distribution<ref name="mellott"/>
* An adjustable head harness with a rear cradle and elastic top strap for weight distribution<ref name="mellott"/>
* Built-in stereo headphones for audio<ref name="mellott"/>
* A rigid plastic yoke that clamped to the user's forehead<ref name="dogey"/>
* Built-in stereo headphones/speakers for audio<ref name="mellott"/>


===Control Box===
===Control Box===
The Scuba included an external control box that housed:<ref name="mellott"/>
The Scuba included an external control box (breakout box) that housed:<ref name="mellott"/>
* Power supply input
* Power supply input (9V DC from external AC adapter)<ref name="ultragppsg"/>
* Headset connection port (resembling a keyboard plug)
* Headset connection port (resembling a keyboard plug)
* Volume control
* Volume control
* Brightness and contrast adjustment controls
* Brightness and contrast adjustment controls
* Power on/off button
* Power on/off button
* 30-minute automatic timer shut-off feature
* 30-minute automatic timer shut-off feature (likely to mitigate eye strain)
 
===Connectivity===
The device accepted standard-definition composite signals through:
* [[RCA]] composite video input
* 3.5mm stereo audio input (left/right channels)
* No digital inputs were offered<ref name="ultragppsg"/>


===Tracking===
===Tracking===
The device featured basic 3 [[degrees of freedom]] (3DoF) non-positional tracking using [[gyroscope]]-based sensors for rotational head movement detection.<ref name="vrshop"/>
The device featured basic 3 [[degrees of freedom]] (3DoF) non-positional tracking using [[gyroscope]]-based sensors for rotational head movement detection.<ref name="vrshop"/> However, this was limited compared to the original Atari Jaguar prototype which had included full head-tracking capabilities.


==Compatibility==
==Compatibility==
The Philips Scuba was compatible with various gaming consoles and devices that supported [[NTSC]] video output:<ref name="shopgoodwill">ShopGoodwill.com. "Philips Magnavox Scuba Virtual Immersion Visor".</ref><ref name="etsy">Etsy. "Vintage Virtual Immersion Visor Scuba by Philips Display".</ref>
The Philips Scuba was promoted as universal, compatible with various gaming consoles and devices that supported [[NTSC]] or [[PAL]] composite video output:<ref name="shopgoodwill">ShopGoodwill.com. "Philips Magnavox Scuba Virtual Immersion Visor".</ref><ref name="etsy">Etsy. "Vintage Virtual Immersion Visor Scuba by Philips Display".</ref>


{| class="wikitable"
{| class="wikitable"
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| [[Sony PlayStation]] || Yes
| [[Sony PlayStation]] || Yes
|-
|-
| PC with NTSC output || Yes
| [[DVD player]]s || Yes
|-
|-
| Other NTSC consoles || Yes
| [[VCR]]s || Yes
|-
| PC with composite video output || Yes
|-
| Other NTSC/PAL consoles || Yes
|}
|}
In practice, the low resolution limits made high-detail games appear fuzzy and text difficult to read.<ref name="retrovolve"/>


==Reception==
==Reception==
===Critical Response===
===Critical Response===
The Philips Scuba received largely negative reviews from critics and consumers. Common criticisms included:
The Philips Scuba received largely negative reviews from critics and consumers. Early coverage in ''[[Ultra Game Players]]'' described it as "a TV strapped to your head," praising its novelty but criticizing image clarity and comfort.<ref name="ultragppsg"/> Common criticisms included:
* '''Poor optics''': Users frequently reported blurry visuals and eye strain after extended use<ref name="mellott"/>
* '''Poor optics''': Users frequently reported blurry visuals and eye strain after extended use<ref name="mellott"/>
* '''Misleading marketing''': Despite being marketed as a VR device, it lacked true virtual reality capabilities<ref name="retrovolve"/>
* '''Misleading marketing''': Despite being marketed as a VR device, it lacked true virtual reality capabilities<ref name="retrovolve"/>
* '''Limited visibility''': Some users reported difficulty seeing screen corners and issues with lens placement<ref name="retrovolve"/>
* '''Limited visibility''': Some users reported difficulty seeing screen corners and issues with lens placement<ref name="retrovolve"/>
* '''High price''': At $299, it was considered expensive for what was essentially a head-mounted television<ref name="retrovolve"/>
* '''High price''': At $299, it was considered expensive for what was essentially a head-mounted television<ref name="retrovolve"/>
* '''Physical discomfort''': The 544g weight led to neck cramps and the rubber facemask left marks on users' faces<ref name="retrovolve"/><ref name="mellott"/>
* '''Health issues''': Some users reported nausea, with effects compared to those of the [[Virtual Boy]]<ref name="reddit">Reddit Gaming Post. "I still own this it was a virtual reality headset".</ref>


Some reviewers noted that the headset performed better when disassembled, suggesting fundamental design flaws in the optical assembly.<ref name="retrovolve"/>
Some reviewers noted that the headset performed better when disassembled, suggesting fundamental design flaws in the optical assembly.<ref name="retrovolve"/> One review rated it 4/10, noting that while it outperformed competitors in field of view, its optics were subpar compared to alternatives like [[Virtual I/O Glasses]].<ref name="mellott"/>


===Legacy===
===Legacy===
The Philips Scuba has been retrospectively cited as one of the worst gaming peripherals ever made, representing the challenges and failures of 1990s attempts at consumer VR technology.<ref name="retrovolve"/> It serves as an example of how marketing hype around [[virtual reality]] in the 1990s led to products that failed to deliver on their promises.
The Philips Scuba has been retrospectively cited as one of the worst gaming peripherals ever made, representing the challenges and failures of 1990s attempts at consumer VR technology.<ref name="retrovolve"/> Today, it is valued as a collector's item among retro gaming and VR enthusiasts for its historical significance rather than its performance. Hobbyist teardown videos confirm the simple video-goggle construction and note aging capacitors as a common failure point.<ref name="youtube"/>
 
The device serves as an example of how marketing hype around [[virtual reality]] in the 1990s led to products that failed to deliver on their promises, and underscores the importance of comfort and functionality in modern HMD design.


==Variants==
==Variants==
Two model numbers have been identified:
Three model numbers have been identified:
* '''VIV100''': The standard retail model<ref name="shopgoodwill"/>
* '''VIV100''': The standard retail model<ref name="shopgoodwill"/>
* '''VIV100AT01''': A variant model with the same specifications<ref name="ebay">eBay. "PHILIPS MAGNAVOX SCUBA VIRTUAL IMMERSION VISOR VIV100 BOXED".</ref>
* '''VIV100AT''': A variant model<ref name="ebaylisting">eBay. "Philips SCUBA A/V Headset VIV100AT".</ref>
* '''VIV100AT01''': Another variant with the same specifications<ref name="ebay">eBay. "PHILIPS MAGNAVOX SCUBA VIRTUAL IMMERSION VISOR VIV100 BOXED".</ref>


==See Also==
==See Also==
* [[Virtual Boy]]
* [[Virtual Boy]]
* [[Sony Glasstron]]
* [[Olympus Eye-Trek]]
* [[Atari Jaguar VR]]
* [[Atari Jaguar VR]]
* [[1990s in video games]]
* [[1990s in video games]]
* [[Head-mounted display]]
* [[Head-mounted display]]
* [[List of virtual reality headsets]]


==References==
==References==
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<ref name="etsy">Etsy. "Vintage Virtual Immersion Visor Scuba by Philips Display". https://www.etsy.com/jp/listing/1315375304/vintage-virtual-immersion-visor-scuba-by</ref>
<ref name="etsy">Etsy. "Vintage Virtual Immersion Visor Scuba by Philips Display". https://www.etsy.com/jp/listing/1315375304/vintage-virtual-immersion-visor-scuba-by</ref>
<ref name="ebay">eBay. "PHILIPS MAGNAVOX SCUBA VIRTUAL IMMERSION VISOR VIV100 BOXED VINTAGE/RETRO VR". https://www.ebay.com/itm/273155691856</ref>
<ref name="ebay">eBay. "PHILIPS MAGNAVOX SCUBA VIRTUAL IMMERSION VISOR VIV100 BOXED VINTAGE/RETRO VR". https://www.ebay.com/itm/273155691856</ref>
<ref name="ultragppsg">Ultra Game Players #104. "Scuba Virtual Immersion Visor mini-review". December 1997. pp. 113-115</ref>
<ref name="dogey">Dogey, Jonathan. "The Scuba Review". Dogey's Lair.</ref>
<ref name="youtube">YouTube. "Philips Scuba VR headset from 1997 (VIV100) – capacitor test & teardown". February 1, 2024.</ref>
<ref name="vrsarticle">VR Society. "Virtuality – A New Reality of Promise, Two Decades Too Soon". 2018. https://vrs.org.uk</ref>
<ref name="retinaldisplays">XVRWiki. "Retinal Displays". Last edited March 6, 2024.</ref>
<ref name="reddit">Reddit Gaming Post. "I still own this it was a virtual reality headset". https://www.reddit.com/r/gaming/comments/1h82oc/</ref>
<ref name="ebaylisting">eBay. "Philips SCUBA A/V Headset VIV100AT". Item 266739527771.</ref>
</references>
</references>


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[[Category:Philips products]]
[[Category:Philips products]]
[[Category:Video game accessories]]
[[Category:Video game accessories]]
[[Category:Products introduced in 1997]]
[[Category:Products introduced in 1998]]
[[Category:Products introduced in 1998]]
[[Category:Head-mounted displays]]
[[Category:Head-mounted displays]]
[[Category:1990s toys]]
[[Category:1990s toys]]
[[Category:Commercial failures in video gaming]]