VictorMaxx CyberMaxx
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| VictorMaxx CyberMaxx | |
|---|---|
| Basic Info | |
| VR/AR | Virtual Reality |
| Type | Head-mounted display |
| Subtype | PC-Powered VR |
| Platform | Personal computer; NTSC video sources (2.0)[1] |
| Creator | VictorMaxx |
| Announcement Date | By September 1994[2] |
| Release Date | November 1994 (Model 120; retrospective)[1] |
| Price | $699 (1.0), $899 (2.0); retrospective[1] |
| System | |
| Operating System | DOS software[3] |
| CPU | Host PC dependent |
| GPU | Host PC dependent |
| Display | |
| Display | 2 x TFT Active Matrix LCD (HSC unit)[4] |
| Resolution | 505 x 230 per eye (Model 120, reported)[1] |
| Optics | |
| IPD Range | Adjustable[5] |
| Tracking | |
| Tracking | 3DoF orientation (HSC unit)[4] |
| Audio | |
| Audio | Stereo headphones (HSC unit)[4] |
| 3.5mm Audio Jack | 1/8" stereo, RCA L/R (HSC unit)[4] |
| Connectivity | |
| Connectivity | VGA, Composite NTSC (2.0)[1][4] |
| Ports | 9-pin serial (tracking data; HSC unit)[4] |
| Power | 110VAC to 9VDC (4 Watts; 1996 resale listing)[6] |
| Device | |
| Weight | ~400g (CM1800 published figure)[7] |
| Sensors | Magnetic and fluid tilt sensors (HSC teardown unit)[4] |
| Input | Head tracking |
The VictorMaxx CyberMaxx was a consumer virtual reality head-mounted display by VictorMaxx Technologies. The Video Game Kraken retrospective dates Model 120 to November 1994 and CyberMaxx 2.0 to 1995.[1] HSC described twin TFT Active Matrix displays and integrated stereo headphones.[4]
History and Development
The model dates, prices and sales history below follow The Video Game Kraken retrospective.[1]
Company Background
VictorMaxx Technologies was a company that entered the consumer virtual reality market in the mid-1990s during the first wave of consumer VR interest.[8]
Model 120 (Version 1.0)
The original CyberMaxx, designated Model 120, was released in November 1994 at a retail price of $699. This first version featured displays with 120,000 pixels per display (505 x 230 resolution) and was compatible with IBM PC systems but not Apple computers.[1]
CyberMaxx 2.0
In August 1995, VictorMaxx released an updated version called the CyberMaxx 2.0. This revision increased the display resolution to 180,000 pixels per display and expanded compatibility to include NTSC composite video sources. The retail price increased to $899.[1]
Demise
Despite the improvements in version 2.0, sales remained disappointing. VictorMaxx reported sales of approximately $670,729 in 1995. In early 1996, company management concluded that the headset was unlikely to gain widespread consumer acceptance in the immediate future. By 1996, VictorMaxx had decided to stop marketing VR hardware and liquidated its remaining CyberMaxx inventory.[1]
Design and Hardware
HSC did not identify its teardown revision.[4]
Display System
HSC's unit used twin TFT Active Matrix color LCD panels. Retrospective descriptions give the following display figures:[1]
- Model 120: 120,000 pixels per display (505 x 230)
- Model 2.0: 180,000 pixels per display
The dual displays provided stereoscopic 3D vision, with each eye receiving a separate image for depth perception.[4]
Refresh Rate
HSC distinguished alternate-line distribution from NTSC interlacing; its account gives no measured panel refresh.[4]
Field of View
An institutional equipment survey lists 58 degrees horizontally for the CyberMaxx CM1800. This is a published specification for that named model, rather than a measurement of the Model 120.[7]
Weight
The same survey gives the CM1800 a weight of 14 ounces, approximately 400 grams.[7] Kevin Mellott's May 2000 review of CyberMaxx 2.0 found its forward weight distribution uncomfortable.[9]
Optical Adjustments
The headset featured:
- Adjustable interocular distance (IPD)
- Individual focus adjustment for each eye
These adjustments allowed users to customize the viewing experience for their specific vision requirements. The supplied Finetune utility presented visual tasks for setting the interocular knob and focus wheels.[5]
Audio System
Integrated Headphones
HSC described integrated stereo headphones on its unit.[4]
Audio Inputs
- Separate left and right channel RCA jacks
- 1/8" stereo plug input[4]
Head Tracking
3DoF Tracking
HSC's tracker used three magnetic coils and a fluid tilt sensor, reporting:[4]
- Yaw: Left-right rotation
- Pitch: Up-down rotation
- Roll: Tilt rotation
This 3DoF (three degrees of freedom) tracking was non-positional, meaning it could not detect physical movement through space, only head rotation.
Tracking Data Output
Head tracking data was transmitted to the host computer via a 9-pin serial connector. HSC documented a 19.2 kbaud text stream.[4]
Connectivity
The CyberMaxx accepted multiple video input formats:
VGA Input
The VGA connection required software to program a compatible graphics controller for interleaved images and NTSC timing.[4]
Composite NTSC
The 2.0 version added composite video input, allowing connection to:
Power
An October 1996 resale advertisement described a 110VAC to 9VDC wall-mount transformer and 4-watt consumption.[6] HSC described a belt-mounted power supply and audio amplifier.[4]
Compatibility
PC Games
The CyberMaxx was compatible with PC games that supported VR headsets or stereoscopic 3D output. Head tracking was functional with compatible software.[3]
| Software | Documented support |
|---|---|
| Descent | The manual separates -CyberMaxx for the display from -MaxxTrak <n> for tracking through COM port n.[3]
|
| MousMaxx beta 0.4 | Shawn Knight's 3Space readme maps head rotation to Doom mouse controls, with optional forward/back movement from head tilt.[5] |
| DarkMaxx 1.1 | The June 1995 readme describes Dark Forces tracking and requires booting into DOS rather than using the Windows 95 DOS shell.[5] |
| Locus DOS Demo 1.0 | Its original readme explicitly lists CyberMaxx 2.0 as optional hardware.[5] |
The disc's CTMF utility puts CTM version 1.11a tracking modules into native or backward-compatible mode for older software.[5]
Bungie's September 1994 Marathon announcement advertised CyberMaxx play.[2] In June 1995, Andrew Sinclair-Day reported that VictorMaxx still had no shipping Macintosh adapter.[10] These records distinguish demonstrations and announced support from an available retail connection.
Game Consoles
While the 2.0 version could connect to game consoles via composite video, the head tracking functionality was not available in this mode. The headset essentially functioned as a head-mounted display without the VR tracking features.[1]
Reception and Market Performance
Competition
The CyberMaxx competed against other 1990s VR headsets including:
Sales Challenges
Mellott tested CyberMaxx 2.0 with Descent 2. He reported blurred image edges after adjustment and a headache after five minutes.[9] This is one owner's account, rather than a controlled comfort study or evidence isolating the causes of low sales.
Specifications
| Specification | Model 120 (1.0) | Model 2.0 |
|---|---|---|
| Release Date | November 1994 | August 1995[1] |
| Price | $699 | $899[1] |
| Display | See HSC account | See HSC account[4] |
| Pixels per Display | 120,000 (reported) | 180,000 (reported)[1] |
| Resolution | 505 x 230 per eye (reported) | See display-count note above[1] |
| Refresh Rate | See video-timing note above | See video-timing note above |
| Field of View | Not verified for this model | Not verified for this model |
| Tracking | See HSC account | See HSC account[4] |
| Video Input | VGA | VGA, Composite NTSC[1] |
| Audio | See HSC account | See HSC account[4] |
| Weight | Not verified for this model | Not verified for this model |
| Power | See power note above | See power note above |
See Also
References
- ↑ 1.00 1.01 1.02 1.03 1.04 1.05 1.06 1.07 1.08 1.09 1.10 1.11 1.12 1.13 1.14 1.15 1.16 1.17 "CyberMaxx by VictorMaxx". The Video Game Kraken. https://videogamekraken.com/cybermaxx-by-victormaxx. Retrieved 2026-10-16.
- ↑ 2.0 2.1 "Bungie presents the future of Mac games". Bungie Software, preserved by Marathon's Story. 1994-09-22. https://marathon.bungie.org/story/Bungie22sept94.html. Retrieved 2026-10-16.
- ↑ 3.0 3.1 3.2 "Descent manual". Interplay. pp. 2, 33. https://cdn.akamai.steamstatic.com/steam/apps/273570/manuals/manual.pdf?t=1399014573. Retrieved 2026-10-16.
- ↑ 4.00 4.01 4.02 4.03 4.04 4.05 4.06 4.07 4.08 4.09 4.10 4.11 4.12 4.13 4.14 4.15 4.16 4.17 4.18 4.19 4.20 "CyberMaxx Virtual Reality Helmet". HSC Electronic Supply, preserved by Mellott's VR. 1996. https://mellottsvrpage.com/index.php/cybermaxx-virtual-reality-helmet/. Retrieved 2026-10-16.
- ↑ 5.0 5.1 5.2 5.3 5.4 5.5 "CyberMaxx software disc readmes: Finetune, CTMF, MousMaxx, DarkMaxx and Locus". VictorMaxx disc, preserved by VOGONS Vintage Driver Library. 1995. https://vogonsdrivers.com/getfile.php?fileid=1504&menustate=0. Retrieved 2026-10-16.
- ↑ 6.0 6.1 Alex Shifrin (1996-10-21). "CyberMaxx VR headset FS". asu.forsale.dept, preserved by Marathon's Story. https://marathon.bungie.org/story/cybermaxxVRheadsetSimon.html. Retrieved 2026-10-16.
- ↑ 7.0 7.1 7.2 Christine Youngblut, Rob E. Johnston, Sarah H. Nash, Ruth A. Wienclaw and Craig A. Will (1996-03). "Review of Virtual Environment Interface Technology, section 2.2: Commercial Products". Institute for Defense Analyses, IDA Paper P-3186. pp. 6, 9. https://www.hitl.washington.edu/scivw/scivw-ftp/publications/IDA-pdf/VISUAL2.PDF. Retrieved 2026-10-16.
- ↑ "Department of Enforcement v. Josephthal & Co., Inc., Dan D. Purjes and Paul H. Fitzgerald: decision". NASD Regulation. 2001-05-15. pp. 15. https://www.finra.org/sites/default/files/OHODecision/p006618.pdf. Retrieved 2026-10-16.
- ↑ 9.0 9.1 Kevin Mellott (2000-05). "The CyberMaxx Review". Mellott's VR. https://mellottsvrpage.com/index.php/the-cybermaxx-mellott-review/. Retrieved 2026-10-16.
- ↑ Andrew Sinclair-Day (1995-06-23). "CyberMaxx won't work". comp.sys.mac.games, preserved by Marathon's Story. https://marathon.bungie.org/story/cybermaxxVRheadsetSimon.html. Retrieved 2026-10-16.
- ↑ Gregg Seelhoff (2013-05-11). "Oculus Rift is a Fad". Gamecraft. https://blog.gamecraft.org/2013/05/11/oculus-rift-is-a-fad/. Retrieved 2026-10-16.