VictorMaxx
| VictorMaxx Technologies | |
|---|---|
| Information | |
| Type | Public |
| Industry | Virtual Reality, consumer electronics |
| Founded | early 1990s |
| Headquarters | Downers Grove, Illinois, United States |
| Products | Consumer VR head-mounted displays (StuntMaster, CyberMaxx) |
VictorMaxx (legally VictorMaxx Technologies, Inc.) was an American consumer electronics company of the 1990s that was one of the first to sell Virtual Reality head-mounted displays aimed at home users. Based in Downers Grove, Illinois, and incorporated in Delaware, the company is best remembered for two products: the StuntMaster, a low-cost headset for the Super Nintendo and Sega Genesis that is often described as the first consumer VR headset to ship, and the VictorMaxx CyberMaxx, a more capable PC-oriented headset sold in two generations.[1][2] The company arrived during the first wave of consumer interest in VR, alongside contemporaries such as Forte Technologies, Virtual i-O, and Sega, but its hardware sold poorly and VictorMaxx left the consumer electronics business by the end of 1996.[2][3]
VictorMaxx Technologies was a publicly reporting company registered with the United States Securities and Exchange Commission under the industry classification for games and toys; corporate records list its headquarters at 1202N 75th Street in Downers Grove, Illinois.[4][5]
History
VictorMaxx entered the consumer market in 1993 with the StuntMaster, a head-mounted display sold for use with home game consoles. The product was released in the United States in 1993 and shipped with connectors for both the Super Nintendo Entertainment System and the Sega Genesis (Mega Drive).[1][2] The display itself was developed by Future Vision Technologies (FVT), a company that had grown out of the Advanced Digital Systems Laboratory in the Department of Electrical and Computer Engineering at the University of Illinois at Urbana-Champaign; FVT designed the headset and its patented mechanical head-tracking system, and VictorMaxx marketed and sold the device under license.[6][7]
After the StuntMaster, VictorMaxx moved to a more advanced design for personal computers, the CyberMaxx. The first CyberMaxx, designated Model 120, reached the market in November 1994, and an updated CyberMaxx 2.0 followed in August 1995.[2][3] Sales of the CyberMaxx line were weak. Reported headset revenue for 1995 came to roughly 670,729 US dollars, which represented fewer than a thousand units for the year.[8] In early 1996 management concluded that the headset was unlikely to gain widespread consumer acceptance at its price, and by the end of 1996 VictorMaxx had exited the consumer electronics business, ending the CyberMaxx product line.[1][2]
Products
VictorMaxx sold two consumer head-mounted displays. The StuntMaster was a low-cost console accessory, while the CyberMaxx was a higher-end PC headset that was offered in two generations.
| Product | Year | Platform | Notable specs and notes |
|---|---|---|---|
| StuntMaster (VM1000) | 1993 | Super Nintendo, Sega Genesis | First product; about 220 US dollars; single LCD display (roughly 160x120 pixels) with no true stereoscopy; mechanical single-axis (left/right yaw) head tracking via a linkage clipped to the wearer's shirt; display and tracking licensed from Future Vision Technologies[1][2][7] |
| VictorMaxx CyberMaxx (Model 120) | 1994 | PC | Released November 1994; priced between roughly 499 and 699 US dollars depending on source; twin TFT active-matrix LCD panels at 505x230 per eye for Stereoscopic 3D imaging; real-time yaw, pitch and roll head tracking[2][1][9] |
| VictorMaxx CyberMaxx 2.0 | 1995 | PC, composite video sources | Released August 1995 at about 889 US dollars; higher-resolution panels (around 180,000 pixels per display), dynamic stereo sound and per-eye focus adjustment; added composite (NTSC) input for use with consoles and VCRs[2][9] |
Technology
The two product families used very different display approaches. The StuntMaster was built around a single low-resolution LCD panel that presented the same image to the viewer, so despite marketing that described it as a 3-D virtual reality device it did not deliver a true stereoscopic picture. Its head tracking was a mechanical arrangement: a zero-lag mechanical linkage that clipped to the wearer's shirt sensed left-and-right (yaw) head rotation only.[1][7] Reviewers and retrospectives have noted that the StuntMaster's resolution was very low and that prolonged use tended to cause discomfort, eye strain and motion sickness, problems compounded by the near-total absence of software written specifically for it.[1][2]
The CyberMaxx was a substantially more sophisticated headset. It used two TFT active-matrix color LCD panels, one per eye, to produce genuine Stereoscopic 3D imagery, with an interocular (IPD) adjustment and individual focus adjustment for each eye. A motion-tracking unit reported three axes of head rotation (yaw, pitch and roll) to the host computer over a serial connection, and the headset accepted standard PC video alongside, in the 2.0 revision, composite video.[9][1] Even so, the CyberMaxx shared the era's general limitations, including a narrow Field of View and a dependence on a small library of compatible PC titles.[3]
Reception and legacy
Neither VictorMaxx product became a commercial success. The StuntMaster is frequently cited as the first VR head-mounted display sold to home consumers, but contemporary and retrospective coverage has been harsh about how far its real capabilities fell short of its advertising, describing it as closer to a novelty than a working VR system.[1] The CyberMaxx was technically credible for its time and cheaper than some rivals, yet limited software, modest image quality and broad consumer skepticism about VR kept sales low.[3] VictorMaxx's brief run is usually grouped with the wider collapse of the mid-1990s consumer VR market, when companies including Forte, Virtual i-O and Sega's home VR efforts also faltered before the technology was ready for the mainstream.[2][1] The StuntMaster in particular left a small but lasting hobbyist following, as enthusiasts later reverse-engineered the headset to drive it from a PC.[7]
References
- ↑ 1.00 1.01 1.02 1.03 1.04 1.05 1.06 1.07 1.08 1.09 "VR glasses from the 90s and 2000s: No Meta Quest without them". https://www.heise.de/en/background/VR-glasses-from-the-90s-and-2000s-No-Meta-Quest-without-them-11124174.html.
- ↑ 2.00 2.01 2.02 2.03 2.04 2.05 2.06 2.07 2.08 2.09 "A Brief History of Virtual Reality". February 2016. https://www.pushsquare.com/news/2016/02/feature_a_brief_history_of_virtual_reality.
- ↑ 3.0 3.1 3.2 3.3 "Victormaxx CyberMaxx: Info, Specs, Release Date, Price". https://www.virtual-reality-shop.co.uk/victormaxx-cybermaxx/.
- ↑ "VictorMaxx Technologies Inc (CIK 0000931198): EDGAR company filings". https://www.sec.gov/cgi-bin/browse-edgar?action=getcompany&CIK=0000931198&type=&dateb=&owner=include&count=40.
- ↑ "Victormaxx Technologies Inc, Downers Grove, Illinois". https://eintaxid.com/company/036397150-victormaxx-technologies-inc/.
- ↑ "Future Vision Technologies". https://en.wikipedia.org/wiki/Future_Vision_Technologies.
- ↑ 7.0 7.1 7.2 7.3 "Stuntmaster HMD". https://www.frerichs.net/fvt/stuntmaster.
- ↑ "CyberMaxx by VictorMaxx". http://videogamekraken.com/cybermaxx-by-victormaxx.
- ↑ 9.0 9.1 9.2 "Cybermaxx2 Review". http://www.stereo3d.com/cybermaxx.htm.