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Virtual Reality

From VR & AR Wiki

Introduction

Virtual Reality or VR is a computer-simulated artificial world that can mimic the physical features of the environments in real life and in fantasy. In VR, all of our senses are fooled, temporarily, into believing that this artificial environment is real. The goal of a true VR experience is to create presence, the feeling of physically being somewhere else, being in another reality.

Virtual Reality is an interactive and immersive medium that can be utilized to create unique experiences that are unattainable elsewhere. VR has the power to transform games, films and other forms of media. Some enthusiasts call VR the "ultimate input/output device" or the "last medium" because any subsequent medium can be created within VR, using only software.

While Augmented Reality enhances the real world with digital content, Virtual Reality completely replaces the real world with a virtual one, creating a brand new digital environment for the users to explore.

Hardware Technologies

Head-mounted Display

VR is currently created by head-mounted displays (HMDs) such as the Oculus Rift. HMDs utilize stereoscopic displays and specialized lenses along with motion tracking hardware to give the illusion that the user is physically inside the virtual world.

To create the illusion of depth, a display is placed very close to the users' eyes, covering their entire field of view. Two images that are very similar but have different perspectives are channeled into each eye to create parallax, the visual phenomenon where our brains perceive depth based on the difference in the apparent position of objects.

Specialized lenses are placed between the display and our eyes. There lenses allow our eyes to focus on the images on the display, even though the display is only a few inches in front of our faces. Without lenses, our entire VR world would become blurry because human eyes have trouble focusing on things that are very close.[1]

The headset tracks the movement of your head and changes the images shown on the display based on it. This process creates the sensation that users are located within the virtual environment. Users of these devices are not only able to experience the computer-simulated environments but also interact with them. Various input methods, from the traditional game controllers and keyboards to the futuristic hand gestures and voice commands, are available or under development.

Motion Tracking

HMD tracks the movement of your head and updates the rendered scene based on its orientation and location. This process is similar to how we look around in real life. There are 2 types of tracking: rotational tracking and positional.

Rotational tracking tracks the 3 rotational movements: pitch, yaw, and roll. It is performed by IMUs such as accelerometers, gyroscopes and magnetometers.

Positional tracking tracks the 3 translational movements: forward/back, up/down and left/right. Positional tracking is usually more difficult than rotational tracking and is accomplished through different Types and Systems.

Motion tracking is not only used to track your head in HMDs but also used to track your hands and rest of your body through various input devices.

Input Devices

Input Devices allow the users to influence and manipulate the virtual realm they are in. These devices include traditional input methods such as gamepad, mouse and keyboard and novel devices that track the position and orientation of your hands, fingers, feet and other body parts.

Platforms

Oculus Rift (Platform)

SteamVR

PlayStation VR

OpenVR

Daydream

OSVR

WebVR

Windows 10 VR

Devices

See also: Virtual Reality Devices

Popular VR Headsets:

DevicesRequiresDisplayResolutionRefresh RateField of ViewTrackingRotational TrackingPositional TrackingUpdate RateLatencyInputConnectivity
ANTVRSmartphone
PlayStation 4
PC
Xbox One
Aspherical lens1920 x 1080100° diagonalDegrees of freedomGyroscope
Magnetometer
Accelerometer
Transformable ControllerU2B (USB-2.4GHz and Bluetooth) module
Acer Windows Mixed Reality HeadsetPCDual LCD display2880 x 1440 (1440 x 1440 per eye)90Hz '"`UNIQ--ref-00000000-QINU`"'95 Degree Horizontal6DOFGyroscope
Magnetometer
Accelerometer
Inside-out trackingMotion to Photon: Less than 10msKeyboard/Mouse
Xbox One GamePad
Motion Controllers
HDMI
USB
Apple Vision ProDual Micro-OLED3660 × 3200 pixels per eye (23 million total pixels)90Hz
96Hz
100Hz
Approximately 100-120 degreesEye tracking
Hand tracking
Face tracking
Room mapping
Yes6DoF12ms photon-to-photon latency12msVoice
Hand gestures
Eye tracking
Wi-Fi 6
Bluetooth 5.3
Apple Vision Pro M52× Micro-OLED3660×3200+ per eye (10% more pixels than original)90 Hz
120 Hz
96 Hz
100 Hz
~100°Inside-out 6DoFWi-Fi 6
Bluetooth 5.3
Bigscreen Beyond 2Base Stations
VR-ready PC
VR Controllers
Dual 1-inch Micro-OLED2560 × 2560 per eye (5120 × 2560 total)75 Hz (native)
90 Hz (upscaled via DSC from 1920 × 1920)
116° diagonalSteamVR Tracking
6DoF)
(Outside-in via SteamVR 1.0 or 2.0 base stations
YesYesLow-latency eye-tracking (on Beyond 2e)Valve Index Controllers
Requires separate VR controllers
5 m fiber-optic tether to Link Box
Bigscreen Beyond 2e2× Micro-OLED (RGB stripe)2560×2560 per eye (13.1 million pixels total)90 Hz116°Outside-in 6DoF (SteamVR Base Stations)USB
DisplayPort
Daydream ViewDaydream Ready Phones5 / 5.5 inch AMOLED (Pixel / Pixel XL)1920 x 1080 / 2560 x 1440 (Pixel / Pixel XL)60 Hz90° (nominal)Degrees of freedomAccelerator
Gyrometer
Proximity
NoneRotational: 1000 Hz
High accuracy
Daydream Controller
FOVEPC5.8 inch low persistence OLED2560 x 144060 - 90 Hz100°Eye trackingIMUTheir own systemEye Tracking: 120 FPSUSB 3.0
Display port
3.5mm headphone port
Figment VRDepends on the smartphoneDepends on the smartphoneDegrees of freedomIMUs in SmartphoneNone
Gear VRSamsung phone display (Super AMOLED)96° (101° for later models)3DoF (rotational only)Touchpad
Input Devices
Back button
HP ReverbLCD (dual)2160x2160 per eye90 Hz114°6DoF (inside-out
2 cameras)
Bluetooth
USB 3.0
DisplayPort
HP Reverb G1VR-Ready PC2 x LCD2160 x 2160 per eye (4320 x 2160 total)90 HzApprox. 114° diagonal (Visible FoV: 95° H / 90° V )Inside-out tracking
6DoF
YesYesWindows Mixed Reality Motion ControllersBluetooth (built into headset for controllers)
HTC VivePCDual Panel2160 x 1200 (1080 x 1200 per eye)90 Hz110° (diagonal)6DOFGyroscope
Accelerometer
Laser Position Sensor
Base StationsRotational: 1000Hz
Positional: 60Hz
Motion to Photon
7ms (no load)
15ms (medium load)
Controllers in both hands2 HDMI ports
2 USB ports
1 headphone jack
HTC Vive Developer EditionsPCDual Panel2160 x 1200
1080 x 1200 per eye
90 Hz110° (diagonal)6DOFGyroscope
Accelerometer
Laser Position Sensor
Base Stations????Controllers in both hands2 HDMI ports
2 USB ports
1 headphone jack
HTC Vive ProPCDual Panel2880 x 1600 (1440 x 1600 per eye)90 Hz '"`UNIQ--ref-00000006-QINU`"'110° (diagonal)6DOFGyroscope
Accelerometer
Laser Position Sensor
Base StationsRotational: TBC
Positional: TBC
Motion to Photon
TBC
Controllers in both handsDisplayPort 1.2
USB-C 3.0 port
Bluetooth (Version TBD) (TBD: 1 headphone jack???)
Impression PiSmartphoneDepends on smartphoneDepends on the smartphone6 DOFIMU BoardIMU Board
Infared Cameras?
IR Projector?
IonVR2 AAA batteries
Smartphone (4.5"-6" screen)
Smartphone display (Super AMOLED or IPS)Min. 720p resolution
1080p recommended
2K ideal
80-100 degreesRotational (3DOF)
Positional (6DOF with Intel RealSense)
Yes (3-axis IMU)Yes (with Intel RealSense ZR300)Compatible with Bluetooth controllers
LG 360 VRLG G51.88" IPS LCD x 2 EA
920 x 720 per Eye
639 ppi Real RGB
960x720 pixels at 693ppi (per eye)60HzMotion to Photon: over 50ms
Lenovo Windows Holographic HMDPC1440x1440-pixel OLED displayInside-out TrackingTwo CamerasInput DevicesHDMI and USB Connectors
Lynx R1None (Standalone device)Dual LCD (binocular)1600×1600 per eye90 Hz90°×90° (circular)6DOF inside-out trackingYes (6DOF)Yes (6DOF)Hand tracking
Optional 6DOF controllers based on Finch Technologies Shift
Wi-Fi 6 (802.11ax)
Wi-Fi 5
DisplayPort Alt-Mode)
USB-C (3.1 Gen1
Lynx-R12× LCD1600×1600 per eye90 Hz90° (circular)Inside-out 6DoF (6 cameras)Bluetooth
Wi-Fi
USB-C
Meta Quest 3Meta account2 x LCD ("4K+ Infinite Display")2064×2208 per-eye90Hz
72Hz
120Hz (144Hz experimental)
110° (horizontal)
96° (vertical)
Inside-out tracking
6DoF
Yes (IMU-based)Yes (SLAM-based)2 × Meta Quest Touch Plus ControllersBluetooth 5.2 LE
Wi-Fi 6E (802.11ax with 6GHz)
Meta Quest 3SMeta accountSingle LCD1832 x 1920 pixels per eyeUp to 120HzInside-out tracking
6DoF
YesYesHand tracking
Touch Plus controllers
Bluetooth
Wi-Fi 6E
NVIS nVisor SX60PC/Workstation with dual-link DVI or VGALCOS (Liquid Crystal on Silicon)1280x1024 per eye (SXGA)60 Hz60° diagonal3 DoF (6 DoF with optional external trackers)YesOptional (with external trackers)Up to 180 Hz (tracker-dependent)VGA
DVI
RS-232
OSVR HDK1PC5.5 inch LCD (1.0)
5.5 inch low-persistence OLED (1.1 - 1.3)
1920 x 1080
960 x 1080 per eye
60 Hz (1.0 - 1.2)
120 Hz (1.3)
100° (nominal)
90° (H and V)
6DOF
Degrees of freedom
Gyroscope
Magnetometer
Accelerometer
IR-LED faceplate and External Infrared CameraRotational: 400Hz
Positional: 100 Hz
??Gamepads
Mouse and Keyboard
Leap Motion VR
1 external and 2 internal USB 3.0 ports
OSVR HDK2PC5.5 inch OLED2160 x 1200 (1080 x 1200 per eye)90 Hz '"`UNIQ--ref-00000003-QINU`"'110 degrees6DOF
Degrees of freedom
Gyroscope
Magnetometer
Accelerometer
???Rotational: 400Hz
Positional: 100 Hz
?????1 external and 2 internal USB 3.0 ports
Oculus Quest 2LCD (single panel)1832x1920 per eye72/80/90/120 Hz97°4 cameras)
6DoF (inside-out
Oculus RiftPCDual OLED Panels2160 x 1200 (1080 x 1200 per eye)90 Hz110° (diagonal)6DOFGyroscope
Magnetometer
Accelerometer
Oculus SensorRotational: 1000Hz
Positional: 60Hz
Motion to Photon: less than 5msOculus Touch
Xbox One controller
Oculus Remote
HDMI
USB
Oculus Rift SVR-Ready PCFast-switch LCD2560×1440 (1280×1440 per eye)80Hz115°Inside-out tracking
(6DOF)
YesOculus InsightOculus TouchUSB 3.0
DisplayPort 1.2
Oculus Santa CruzInside-out trackingInput Devices1 HDMI
2 USB 3.0 Ports
Philips ScubaSony PlayStation
Nintendo 64
Sega Saturn
DVD player
PC with composite video output
Approx. 0.7 inches each
Dual AMLCD (Active Matrix LCD)
263 × 230 pixels per eye60 Hz (NTSC)
50 Hz (PAL)
50° diagonal (40° horizontal × 30° vertical)3 DoF Non-positionalYes (Gyroscope Based)NoControl box with power button
Brightness/contrast controls
Volume control
Stereo audio input
RCA composite video input
Pico 4 Pro2× LCD2160×2160 per eye90 Hz
72 Hz
105°Inside-out 6DoF (4 cameras)USB-C
Bluetooth 5.1
Wi-Fi 6
Pico 4 Ultra Enterprise2× 2.56" LCD2160×2160 per eye (4K+)90 Hz105°Inside-out 6DoF (4 cameras)Bluetooth
USB-C
Wi-Fi 7
Pico G23K LCD
Blue ray reduction
2880 x 160090Hz
615 ppi
101 degreesDegrees of freedom1 3DOF ControllerN/A
Pico G3LCD3664×1920 (combined)72 Hz
90 Hz (dynamic)
~101°3DoF (head rotation only)Bluetooth
Wi-Fi
USB-C
Pico Neo 3 Pro4k
5.5"
3664 x 1920 LCD
PPI 773
72/90HzFresnel
98 degrees
6DOF
Inside-out tracking
2
Updated Pico Neo Controllers
Displayport
Pico Neo CVDual 1.5K AMOLED1500 x 1500 pixels/eye90Hz102 degrees6 Degrees of Freedom (6DoF)
Pimax 5K Super2x LCD (RGB stripe matrix)2560x1440 per eye (5120x1440 combined)90 Hz
120 Hz
160 Hz
144 Hz
180 Hz (experimental)
200° diagonal
170° horizontal
115° vertical (varies by mode)
6DoF (SteamVR Lighthouse 1.0/2.0)USB
DisplayPort 1.4
Power
Pimax 8KCustom low-latency LCD screen8K (4K for each eye)Monocular 75Hz / (Up to 90Hz although struggling to better 80Hz) (Both eyes 150Hz / 180Hz through Brainwarp)200-degree FOVGesture Tracking (optional)Yes18ms (Low MTP Latency)
Pimax 8KX2× 4K CLPL LCD3840×2160 per eye (native 4K)75 Hz
90 Hz (native)
114 Hz (upscale)
200° diagonal (170° horizontal
115° vertical)
Lighthouse (SteamVR base stations)USB 3.0
DisplayPort 1.4
Project Alloy
Samsung Gear VR (2015/2016)All Samsung Smartphones 2015 and newer5.7 / 5.1 inch Super AMOLED (RGBG PenTile)2560 x 1440
1280 x 1440 per eye
60 Hz96° (nominal)Degrees of freedomAccelerator
Gyrometer
Proximity
NoneRotational: 1000 Hz
High accuracy
Motion to Photon: Less than 6 msBack Button
Volume Key
Touchpad
Focus adjustment wheel
MicroUSB to the smartphone
Samsung Gear VR Innovator EditionGalaxy Note 4
Galaxy S6
Galaxy S6 Edge
5.7 / 5.1 inch Super AMOLED (RGBG PenTile)2560 x 1440
1280 x 1440 per eye
60 Hz Low-persistence96° (nominal)Degrees of freedomGyroscope
Magnetometer
Accelerator
NoneRotational: 1000 Hz
High accuracy
Motion to Photon: Less than 20 msTouch Pad
Back Button
Volume Key
MicroUSB to the smartphone
Shiftall MeganeX Superlight 8K2× 1.35" Micro-OLED (4K per eye)3552×3840 per eye (8K total)90 Hz~90°Outside-in 6DoF (SteamVR Lighthouse)USB-C
DisplayPort
Simula OneNone (standalone)
PC for tethered mode
Bluetooth keyboard & mouse (optional)
Dual 2448×2448 RGB-stripe LCD high-fidelity panels2448×2448 per eye (4896×2448 total)90 Hz (up to 120 Hz capable panels mentioned previously)≈100° diagonalInside-out tracking
(6DOF)
Yes (3DOF via IMU)Yes (6DOF)Keyboard and mouse compatible (via Bluetooth or USB)Wi-Fi 6E
Bluetooth 5.2
StarVRPCDual 5.5" LCD Quad HD Displays5120 x 1440 (2560 x 1440 per eye)210° (horizontal)
130° (vertical)
6DOFGyroscope
Magnetometer
Accelerometer
External optical sensor with fiducial markers
Steam FramePC for streaming (optional)
Included wireless adapter
Dual 2160×2160 LCD panels2160×2160 per eye72–120 Hz (144 Hz experimental)Stated 110° horizontal × 110° verticalInside‑out 6DoF SLAM (4 external monochrome cameras + IR illuminators)6DoF IMU + opticalInside‑out optical tracking10–20 ms typical end‑to‑end streaming (claimed)Steam Frame Controllers; optional Bluetooth gamepads
Keyboard and mouse
Bluetooth 5.3
Wi‑Fi 7 (headset)
Bundled Wi‑Fi 6E PC adapter
Sulon QPCOLED2560x1440 pixelsGamepads
Mouse and Keyboard
Dual noise-suppressing embedded microphones
Controllers compatible with Windows 10
Bluetooth 4.0
Wi-Fi 802.11ac
Takara HMD DynovisorNTSC composite/AV console
External power supply
Sony Active TFT LCD180
000 pixels (320x240 per eye
Estimated)
30 Hz120° diagonal3 DoF (gyroscope-based)Yes (pitch
Yaw
Roll)
NoAtari Jaguar controllersComposite video (NTSC)
Audio (Red/White RCA)
Proprietary Atari Jaguar connection
VPL EyePhoneHigh-end computer system (Silicon Graphics workstation)
Polhemus magnetic tracker
Dual active-matrix LCD panels185 × 138 (Model 1)
320 × 240 (Model 2 LX)
720 × 480 (Model HRX) per eye
30 Hz90° (Model 1)
108° (Model 2 LX)
106° (Model HRX)
3 DoF electromagnetic (Polhemus FASTRAK)YesNo60 HzLess than 50 ms (with SGI rendering)DataGlove
(sold separately)
Wired to computer (NTSC composite signals)
Valve IndexWindows 10
SteamOS
Or Linux; NVIDIA GeForce GTX 970 / AMD RX 480 or better
Dual 1440×1600 RGB LCD panels2880×1600 (combined)80/90/120/144Hz~130 degrees (diagonal)SteamVR Tracking
(Lighthouse 2.0)
6 DOF6 DOFValve Index Controllers (included)USB 3.0
DisplayPort 1.2
Varjo AeroHigh-end PCMini-LED3840×3744 per eye90 Hz (120 Hz experimental)120° × 105° (H×V)Inside-out (4 cameras)6DOF6DOF200 HzLess than 15ms (VR)
~22ms (passthrough)
Hand tracking
SteamVR controllers
USB-C (Thunderbolt 4 compatible)
Varjo VR-2High-end PCDual OLED displays per eye (Bionic Display)Focus: 1920×1080 per eye
Context: 1440×1600 per eye
90 Hz (both displays)87°SteamVR 1.0/2.06DOF6DOF1000 HzLess than 20msCompatible with SteamVR controllersDisplayPort 1.4
USB 3.0+
Varjo XR-3High-end PCUOLED (focus) + LCD (peripheral)Focus: 1920×1920 per eye
Context: 2880×2720 per eye
90 Hz115°SteamVR 2.0
Inside-out (beta)
6DOF6DOF1000 HzLess than 20ms (VR)
Less than 20ms (passthrough)
Compatible with SteamVR controllersDisplayPort 1.4
USB-C 3.0
Varjo XR-4High-end PCMini-LED3840×3744 per eye90 Hz (120 Hz experimental)120° × 105° (H×V)Inside-out (4 cameras)6DOF6DOF200 HzLess than 15ms (VR)
~22ms (passthrough)
Hand tracking
SteamVR controllers
USB-C (Thunderbolt 4 compatible)
Varjo XR-4 Focal Edition2× Mini-LED LCD3840×3744 per eye (4K×4K)90 Hz120° × 105°Inside-out + SteamVR (hybrid)USB-C
DisplayPort
Virtual BoySix AA batteries or AC adapterDual 1×224 LED array with oscillating mirrors384×224 per eye50.27 Hz~50° horizontalNoneNoNoVirtual Boy ControllerController port
Cartridge slot
EXT port (unused)
Virtual i-O i-glasses!
Vive CosmosLCD (RGB
Dual)
1440x1700 per eye90 Hz110°6DoF (inside-out
6 cameras)
Vive FlowLCD (dual)1600x1600 per eye75 Hz100°6DoF (inside-out)Wi-Fi
Bluetooth 5.0
Vive FocusAMOLED (single panel)2800x160075 Hz110°6DoF (inside-out
2 cameras)
Bluetooth
Wi-Fi
USB-C (OTG)
Vive Focus 3LCD2448x2448 per eye (5K)90 Hz120°4 cameras)
6DoF (inside-out
Vive Focus PlusAMOLED (dual)1440x1600 per eye75 Hz110°6DoF (inside-out + ultrasonic controllers)Wi-Fi 5GHz
USB 3.1 Type-C
Vive Focus VisionDual)
LCD (fast-switch
2448x2448 per eye90 Hz (120 Hz planned via DisplayPort)120°4 cameras)
6DoF (inside-out
DisplayPort
Bluetooth 5.2
Wi-Fi 6/6E
USB-C (2x)
Vive Pro 2LCD (dual)2448x2448 per eye120 Hz116° (marketed 120°)SteamVR 2.0 (outside-in)USB 3.0
DisplayPort
Vive Pro EyeOLED (dual)1440x1600 per eye90 Hz110°SteamVR 2.0 (outside-in)USB 3.0
DisplayPort
Wearality SkySmartphoneDepends on smartphoneDepends on smartphone150°Degrees of freedomIMUs in SmartphoneNone
  • To make changes to the table, please edit the the infobox of the corresponding device. See Template:Device Infobox for reference.

Apps

VR Apps

Use Cases

See also: Virtual Reality Use Cases
Use Case Examples
3D modeling / design Medium, Tilt Brush, Gravity Sketch
Aerial Photography Skywand
Anatomy VR Human Anatomy, YouVR
Animal testing Janelia Research Campus
Arcades and Theme Parks THE VOID, Rise of the Demon, Nomadic VR, Anvio VR, Dreamscape Immersive
Architecture IrisVR, Arch Virtual, SmartVizX
Astronomy dSky Celestrion
Automotive design WorldViz
Big data visualisation Masters of Pie, Envelop VR, Virtualitics
Cinema Jaunt VR
Circus Two Bit Circus
Cognitive training Cerevrum
Computer-aided design VRED
Construction IDEAbuilder
Courtroom Institute of Forensic Medicine at the University of Zurich
Desktop Virtual Desktop, BigScreen, Multiscreens, Mure VR, Envelop VR
Ecommerce Trillenium
Education Unimersiv, Lecture VR, IndyLab VR, SuperChem VR (Chemistry Lab)
Exercise VirZoom
Eye examination EyeNetra
Finance QuantVR
Flying drones FLYBi, Ghost 2.0
Gaming Many
Industrial training EON Reality, VR Mobile Crane Simulator
Interior design Planner VR
Journalism Emblematicgroup
Language learning House of Languages
Manufacturing Virtalis
Marketing 10x Army
Mental health CleVR, USC Institute for Creative Technologies
Meditation Zen Zone, Guided Meditation VR
Pain relief DeepStream VR, KindVR
Performance Theatre VR
Public speaking SpeechCenter
Psychedelics
Physical rehabilitation VRecover
Recruitment Wade & Wendy
Simulation
Sports spectating NextVR, Livelike
Sports training STRIVR Labs
Social networking AltspaceVR, High Fidelity, Oculus Social
Surgery training Surgical Theater, Medical Realities
Surgical imaging Block Coronary Artery Surgery
Surveillance
Travel
Vision treatment Vivid Vision

History

Timeline

References