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Virtual Reality

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A person using a Meta Quest 3 standalone virtual reality headset

Virtual Reality (VR) is a computer-simulated artificial multisensory 3D environment that can mimic the properties and imagery of the physical world, be completely based in fantasy, or a mix of both. It involves technology that uses computer-generated environments to simulate a physical presence in a virtual world. The system uses position-tracking and responds to the user’s inputs. In VR, the senses are temporarily fooled into believing that the artificial environment is real. The goal of a true VR experience is to create presence - the feeling of physically being somewhere else, of being in another reality [1].

Virtual Reality is an interactive and immersive medium that can be used 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 [1] [2].

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.[1][2]

Main characteristics

Interactive - The user’s input controls the system and guides the behavior of the VR experience, while also modifying the virtual environment. This type of interaction engages the user, connecting him to the application in a more natural way since the environment responds directly to the stimuli [1].

Immersive - An immersive experience has to provide a sense of presence as well as a sense of engagement. Immersion can be divided into three different aspects:

1. According to Bierbaum (2000), “For a VR application to be immersive, it must be perceptually immersive by providing ‘the presentation of sensory cues that convey perceptually to users that they’re surrounded by the computer-generated environment.’” Therefore, the VR must provide the user with an all-encompassing sensory input [1].

2. The second aspect of immersion is the sense of presence. This implies that the VR experience must give the user the sense they are “in” the virtual world [1].

3. The final aspect is engagement. It is the degree “to which the user has a sense they are deeply involved in the environment.” [1]

Multisensory - providing a virtual experience that uses multiple human sensory systems increases the level of immersion. While current VR systems cannot provide a full range of stimuli to all human senses, it is expected that in the future this problem will be solved and the VR experience will be completely or almost indistinguishable from reality. The more senses are involved in the VR experience, the higher the degree of engagement and, consequently, this results in a greater sense of presence [1].

Synthetic - The environment is artificial, created by a computer in real-time [1].

Hardware Technologies

Head-mounted Display

VR is 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. The 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.[3]

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

visionOS - Apple Vision Pro

Oculus Rift (Platform)

Oculus Quest (Platform)

SteamVR

PlayStation VR

OpenVR

Daydream

OSVR

WebVR

Windows 10 VR

HP VR

Pico VR

Vive

Additional Information

VR Headset Demo Locations

VR Headsets

See also: VR Headsets

Popular VR Headsets:

DevicesRequiresDisplayResolutionRefresh RateField of ViewTrackingRotational TrackingPositional TrackingUpdate RateLatencyInputConnectivity
3Glasses
ANTVRPC, Xbox One, PlayStation 4, Smartphoneaspherical lens1920 x 1080100° diagonal3DOFGyroscope, Magnetometer, AccelerometerTransformable ControllerU2B (USB-2.4GHz and Bluetooth) module
Acer Windows Mixed Reality HeadsetPCDual LCD display2880 x 1440 (1440 x 1440 per eye)90Hz '"`UNIQ--ref-0000464A-QINU`"'95 Degree Horizontal6DOFGyroscope, Accelerometer, MagnetometerInside-out trackingMotion to Photon: Less than 10msKeyboard/Mouse,Xbox One GamePad, Motion ControllersHDMI, USB
Apple Vision ProDual Micro-OLED3660 × 3200 pixels per eye (23 million total pixels)90Hz, 96Hz, 100HzApproximately 100-120 degreesEye tracking, hand tracking, face tracking, room mappingYes6DoF12ms photon-to-photon latency12msEye tracking, hand gestures, voiceWi-Fi 6, Bluetooth 5.3
Apple Vision Pro M52× Micro-OLED3660×3200+ per eye (10% more pixels than original)90 Hz, 96 Hz, 100 Hz, 120 Hz~100°Inside-out 6DoFWi-Fi 6, Bluetooth 5.3
Arpara
BHaptics TactSuit X16Compatible VR headset or PC/mobile device; bHaptics Player appN/AN/AN/AN/AN/AN/AN/AHaptic output device (vibrotactile feedback)Bluetooth 4.0 (BLE), 3.5 mm audio jack
BHaptics TactalbHaptics Player software; compatible VR headset (face interface required for some headsets)N/AN/AN/AN/AN/AN/AN/AN/A (output device)Bluetooth 4.0 (BLE)
BOBOVR F2Meta Quest 2 headsetN/AN/AN/AN/AN/AN/AN/ATwo-speed fan controlN/A
BOBOVR M2 ProMeta Quest 2N/AN/AN/AN/AN/AN/AN/ARear tightening dial, magnetic battery releaseMagnetic battery connector
Bigscreen Beyond 2VR-ready PC, SteamVR Base Stations, VR ControllersDual 1-inch Micro-OLED2560 × 2560 per eye (5120 × 2560 total)75 Hz (native), 90 Hz (upscaled via DSC from 1920 × 1920)116° diagonalSteamVR Tracking, (Outside-in via SteamVR 1.0 or 2.0 base stations, 6DoF)YesYesLow-latency eye-tracking (on Beyond 2e)Requires separate VR controllers, Valve Index Controllers5 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)DisplayPort, USB
CybershoesCompatible VR headset, swivel chair, carpetN/AN/AN/AN/ARoller and IMU sensors (foot motion)N/AN/AFoot motion (walk, run)USB radio receiver (PC); Bluetooth (Quest)
D-Link VR Air BridgeVR-capable PC running Windows 10/11, compatible Meta Quest headset, Meta Quest Link softwareN/AN/AN/AN/AN/AN/AN/AN/AWi-Fi 6 (IEEE 802.11ax/ac/b/g/n) point-to-point link to headset
Daydream ViewDaydream Ready Phones5 / 5.5 inch AMOLED (Pixel / Pixel XL)1920 x 1080 / 2560 x 1440 (Pixel / Pixel XL)60 Hz90° (nominal)3DOFAccelerator, Gyrometer, ProximityNoneRotational: 1000 Hz, high accuracyMotion to Photon: <6 ms (Pixel), <6ms (Mate 9 Pro), <10ms (MotoZ)Daydream Controller
Diver-X ContactGloveSteamVR-compatible PC headset; SteamVR tracker(s) for positional trackingN/AN/AN/AN/ABend sensors plus IMU (finger tracking); positional tracking via external SteamVR trackersVia attached SteamVR trackerVia attached SteamVR tracker (not built in)Finger tracking, gesture-mapped button and stick emulationWireless to PC
EteeControllers SteamVRSteamVR-compatible PC VR headset, SteamVR Base Stations (6DoF)N/A (controller)N/AN/AN/ASteamVR Tracking via eteeTracker (6DoF); finger/hand sensing on-deviceYes (6DoF version)Yes (6DoF version)Full-finger sensing, thumb trackpad, gestures (point, pinch, grip); buttonless and triggerlessBluetooth Low Energy via eteeDongle; USB-C
FOVEPC5.8 inch low persistence OLED2560 x 144060 - 90 Hz100°Eye TrackingIMUsTheir own systemEye Tracking: 120 FPSUSB 3.0, Display port, 3.5mm headphone port
Figment VRDepends on the smartphoneDepends on the smartphone3DOFIMUs in SmartphoneNone
Gear VRSamsung phone display (Super AMOLED)96° (101° for later models)3DoF (rotational only)Touchpad, back button, controller
HP ReverbLCD (dual)2160x2160 per eye90 Hz114°6DoF (inside-out, 2 cameras)DisplayPort, USB 3.0, Bluetooth
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, 6DoFYesYesWindows Mixed Reality Motion ControllersBluetooth (built into headset for controllers)
HP Reverb G2 ControllersHP Reverb G2 headset (for optical tracking)N/AN/AN/AN/AInside-out (optical, tracked by the headset's four cameras)YesYesThumbstick, two face buttons, analog trigger, analog grip, menu button, Windows buttonWireless (pre-paired to the headset; embedded receiver)
HTC VivePCDual Panel2160 x 1200 (1080 x 1200 per eye)90 Hz6DOFGyroscope, Accelerometer, Laser Position SensorBase StationsRotational: 1000Hz, Positional: 60HzMotion to Photon, 7ms (no load), 15ms (medium load)Controllers in both hands2 HDMI ports, 2 USB ports, 1 headphone jack
HTC Vive Base StationCompatible SteamVR headset and controllers, AC powerN/AN/AN/AN/A (emitter; ~120 degrees swept coverage)Outside-in optical (emits IR for headset/controller sensors)Enables 6DoF on tracked devicesEnables 6DoF on tracked devicesChannel selector (b / c / A), sync cable jackOptical sync (wireless) or sync cable
HTC Vive Developer EditionsPCDual Panel2160 x 1200, 1080 x 1200 per eye90 Hz110° (diagonal)6DOFGyroscope, Accelerometer, Laser Position SensorBase Stations????Controllers in both hands2 HDMI ports, 2 USB ports, 1 headphone jack
HTC Vive Facial TrackerVive Pro / Vive Pro Eye, USB-C port, SRanipal runtimeN/AN/AN/AN/AOptical (computer-vision lower-face tracking)N/AN/AFacial expression captureUSB-C (wired)
HTC Vive ProPCDual Panel2880 x 1600 (1440 x 1600 per eye)90 Hz '"`UNIQ--ref-00005674-QINU`"'110° (diagonal)6DOFGyroscope, Accelerometer, Laser Position SensorBase StationsRotational: TBC, Positional: TBCMotion to Photon, TBCControllers in both handsDisplayPort 1.2, USB-C 3.0 port, Bluetooth (Version TBD) (TBD: 1 headphone jack???)
HTC Vive Pro ControllersSteamVR-compatible PC VR headset; SteamVR Base StationsN/AN/AN/AN/ALighthouse (SteamVR Tracking 2.0)YesYesDual-stage trigger, multi-function trackpad, grip buttons, menu button, system buttonWireless (to base stations)
HTC Vive Tracker 3.0SteamVR Base Station 1.0 or 2.0, compatible PC VR setupN/AN/AN/AN/ASteamVR Tracking (Lighthouse), 240-degree sensor field of viewYesYesPogo pin connector (accessory I/O)Wireless via USB dongle (2.4 GHz)
HTC Vive Wireless AdapterCompatible PC with free PCIe slot; HTC Vive, Vive Pro or Vive Cosmos; QuickCharge battery packN/A (accessory)N/AN/AN/AN/A (uses host headset tracking)N/A60 GHz WiGig wireless link (PC to headset)
HTC Vive Wrist TrackerCompatible Vive Focus 3, XR Elite or Focus Vision headsetN/AN/AN/AN/AInside-out optical (LEDs read by headset cameras) plus onboard IMUYesYesOne-button pairingWireless (Bluetooth)
HTC Vive XR ControllersCompatible HTC VIVE standalone headset (HTC Vive Focus 3, HTC Vive XR Elite, HTC Vive Focus Vision)N/A (controller)N/AN/AN/ACamera-based optical (infrared LEDs under tracking ring), 6DoFYesYesThumbstick, analog trigger, grip button, A/B or X/Y buttons, system/menu buttonWireless to headset
Hons VR Quest 2 Prescription Lens AdapterMeta Quest 2 (also Quest 1, Oculus Rift S, Oculus Go, Meta Quest 3S)N/AN/AN/AN/AN/AN/AN/AN/AN/A
IQIYI
Impression PiSmartphoneDepends on smartphoneDepends on the smartphone6 DOFIMU BoardIMU Board, Infared Cameras?, IR Projector?
IonVRSmartphone (4.5"-6" screen), 2 AAA batteriesSmartphone display (Super AMOLED or IPS)Min. 720p resolution, 1080p recommended, 2K ideal80-100 degreesRotational (3DOF), Positional (6DOF with Intel RealSense)Yes (3-axis IMU)Yes (with Intel RealSense ZR300)Compatible with Bluetooth controllers
KAT Walk CPC VR headset or PlayStation VR (via adapter), free-locomotion VR gameN/AN/AN/AN/AFoot-mounted optical sensors on dedicated shoesYes (in-game heading from foot direction)N/ANatural walking, running, crouching and strafing in placeWireless sensor link to PC; 3 m signal range
KAT Walk C 2PC VR headset, PlayStation VR or Meta Quest (via adapter), free-locomotion VR gameN/AN/AN/AN/AOptical foot-mounted sensors on dedicated shoes (2 foot sensors + 1 direction sensor)Yes (360-degree in-game heading from foot direction)N/ANatural walking, running, jumping, crouching, leaning and strafing in placeWireless sensor link to PC
KAT Walk C 2 PlusCompatible PC VR or console VR headsetN/AN/AN/AN/AOptical foot sensors (2 foot sensors, 1 direction sensor)Yes (direction sensor)Foot tracking on platformWalking, running, jumping, crouching, strafing on a low-friction platformUSB 3.0 (3 m cable)
LG 360 VRLG G51.88" IPS LCD x 2 EA, 920 x 720 per Eye, 639 ppi Real RGB960x720 pixels at 693ppi (per eye)60HzMotion to Photon: over 50ms
Lenovo Legion VR700Fast-response RGB LCD ("RealRGB")3,664 x 1,920 total (773 PPI)72Hz, 90Hz6DoF, inside-out tracking (four cameras)YesYesTwo 6DoF controllersWi-Fi, USB-C (USB 3.0)
Lenovo Mirage VR S3Dual LCD1,920 x 2,160 pixels per eye (3,840 x 2,160 combined, marketed as 4K)75Hz101 degrees3DoF (rotational only)YesNo3DoF controller, hands-free head controlWi-Fi, Bluetooth
Lenovo Windows Holographic HMDPC1440x1440-pixel OLED displayInside-out TrackingTwo CamerasControllerHDMI and USB Connectors
Logitech ChorusMeta Quest 2 headsetN/AN/AN/AN/AN/AN/AN/AFlip-to-mute (rotating speaker arms)Wired (USB-C to headset)
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 ShiftWi-Fi 6 (802.11ax), Wi-Fi 5, USB-C (3.1 Gen1, DisplayPort Alt-Mode)
Lynx-R12× LCD1600×1600 per eye90 Hz90° (circular)Inside-out 6DoF (6 cameras)Wi-Fi, Bluetooth, USB-C
Manus SteamVR Pro TrackerSteamVR, SteamVR Base Stations, compatible PC VR systemN/AN/AN/AN/ASteamVR Tracking (Lighthouse, outside-in)YesYesN/A (tracking device)Wireless (USB dongle), up to 25 m range
Meta Quest 3Meta account2 x LCD ("4K+ Infinite Display")2064×2208 per-eye72Hz, 90Hz, 120Hz (144Hz experimental)110° (horizontal), 96° (vertical)6DoF, inside-out trackingYes (IMU-based)Yes (SLAM-based)2 × Meta Quest Touch Plus ControllersWi-Fi 6E (802.11ax with 6GHz), Bluetooth 5.2 LE
Meta Quest 3 Elite Strap with BatteryMeta Quest 3 or Meta Quest 3S headsetN/AN/AN/AN/AN/AN/AN/AAdjustment dialUSB-C (for charging)
Meta Quest 3SMeta accountSingle LCD1832 x 1920 pixels per eyeUp to 120Hz6DoF, inside-out trackingYesYesTouch Plus controllers, hand trackingWi-Fi 6E, Bluetooth
Meta Quest Touch Plus ControllersMeta Quest 3 or Meta Quest 3SN/AN/AN/AN/ARingless optical (infrared LEDs) fused with headset hand tracking and inertial sensorsYesYesThumbstick, two face buttons, trigger (two-stage), grip button, menu/system button, capacitive thumbrestWireless (paired to headset)
Meta Quest Touch Pro ControllersMeta Quest Pro, Meta Quest 2, or Meta Quest 3N/A (controller)N/AN/AN/ASelf-tracking (on-board cameras, SLAM); no tracking ringYesYes (360-degree, independent of headset)Thumbstick, A/B (X/Y) buttons, analog trigger, grip, pressure-sensitive thumb rest, optional stylus tipBluetooth (to headset)
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)DVI, VGA, 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 eye60 Hz (1.0 - 1.2), 120 Hz (1.3)100° (nominal), 90° (H and V)3DOF, 6DOFGyroscope, Accelerometer, MagnetometerIR-LED faceplate and External Infrared CameraRotational: 400Hz, Positional: 100 Hz??Gamepads, Mouse and Keyboard, Leap Motion1 external and 2 internal USB 3.0 ports
OSVR HDK2PC5.5 inch OLED2160 x 1200 (1080 x 1200 per eye)90 Hz '"`UNIQ--ref-0000322B-QINU`"'110 degrees3DOF, 6DOFGyroscope, Accelerometer, Magnetometer???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°6DoF (inside-out, 4 cameras)
Oculus RiftPCDual OLED Panels2160 x 1200 (1080 x 1200 per eye)90 Hz110° (diagonal)6DOFGyroscope, Accelerometer, MagnetometerOculus SensorRotational: 1000Hz, Positional: 60HzMotion to Photon: less than 5msXbox One controller, Oculus Touch, Oculus RemoteHDMI, USB
Oculus Rift SVR-Ready PCFast-switch LCD2560×1440 (1280×1440 per eye)80Hz115°Inside-out tracking, (6DOF)YesOculus InsightOculus TouchDisplayPort 1.2, USB 3.0
Oculus Santa CruzInside-outControllers1 HDMI, 2 USB 3.0 Ports
Philips ScubaNintendo 64, Sega Saturn, Sony PlayStation, DVD player, PC with composite video outputDual AMLCD (Active Matrix LCD), approx. 0.7 inches each263 × 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 controlRCA composite video input, stereo audio input
Pico 4 Pro2× LCD2160×2160 per eye72 Hz, 90 Hz105°Inside-out 6DoF (4 cameras)Wi-Fi 6, Bluetooth 5.1, USB-C
Pico 4 Ultra Enterprise2× 2.56" LCD2160×2160 per eye (4K+)90 Hz105°Inside-out 6DoF (4 cameras)Wi-Fi 7, Bluetooth, USB-C
Pico G23K LCD, blue ray reduction2880 x 160090Hz, 615 ppi101 degrees3DOF1 3DOF ControllerN/A
Pico G3LCD3664×1920 (combined)72 Hz, 90 Hz (dynamic)~101°3DoF (head rotation only)Wi-Fi, Bluetooth, USB-C
Pico Neo 3 Pro5.5", 4k, 3664 x 1920 LCD, PPI 77372/90Hz98 degrees, Fresnel6DOF, Inside-out2, updated Pico Neo ControllersDisplayport
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, 144 Hz, 160 Hz, 180 Hz (experimental)200° diagonal, 170° horizontal, 115° vertical (varies by mode)6DoF (SteamVR Lighthouse 1.0/2.0)DisplayPort 1.4, USB, 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)DisplayPort 1.4, USB 3.0
Pimax Sword ControllersTwo SteamVR Base Stations (Lighthouse 1.0 or 2.0), compatible SteamVR headsetN/AN/AN/AN/ASteamVR Lighthouse (1.0 and 2.0); Pimax advertises 52 optical positioning chips (hands-on count was 26 per controller)YesYesTrigger, grip button, trackpad, menu button, home buttonWireless (to base stations)
Project Alloy
QWR VRone PC4K+ per eye6DoF, inside-out trackingYesYesTethered (DisplayPort or USB-C to PC)
QWR VRone ProDual LCD1,600 x 1,600 pixels per eye90Hz105 degrees6DoF, inside-out trackingYesYesTwo 6DoF controllers, hand tracking
Quest 2 ControllersOculus Quest 2 headsetN/AN/AN/AN/AOculus Insight inside-out tracking (no external sensors)YesYesAnalog thumbstick, A/B and X/Y buttons, index trigger, grip trigger, Oculus/menu buttonWireless (paired to the headset)
Quest 2 Elite StrapMeta Quest 2 headsetN/AN/AN/AN/AN/AN/AN/AAdjustment dialUSB-C (battery version, for charging)
Roscosmos
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 eye60 Hz96° (nominal)3DOFAccelerator, Gyrometer, ProximityNoneRotational: 1000 Hz, high accuracyMotion to Photon: Less than 6 msTouchpad, Back Button, Volume Key, Focus adjustment wheelmicroUSB to the smartphone
Samsung Gear VR Innovator EditionGalaxy Note 4, Galaxy S6, Galaxy S6 Edge5.7 / 5.1 inch Super AMOLED (RGBG PenTile)2560 x 1440, 1280 x 1440 per eye60 Hz Low-persistence96° (nominal)3DOFAccelerator, Gyroscope, MagnetometerNoneRotational: 1000 Hz, high accuracyMotion to Photon: Less than 20 msTouch Pad, Back Button, Volume KeymicroUSB to the smartphone
Shiftall
Shiftall HaritoraXSteamVR-compatible VR headset, Windows PC, Bluetooth adapterN/AN/AN/AN/A9-axis IMU (accelerometer, gyroscope, magnetometer); no external base stationsYesEstimated from IMU and skeletal modelBody motion (chest, waist, thighs, ankles)Bluetooth v4.2 BR/EDR (range approx. 10 m)
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)DisplayPort, USB-C
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
Skyworth
Sony PUD-J5APlayStation 2 consoleDual 0.44-inch LCD180,000 pixels per panel~25-30 degrees (horizontal)3DoF head tracking (rotational only)YesNoPlayStation 2 controllerUSB, composite/S-video via control box
Sony SRH-S1Siemens NX Immersive Engineering software (SRH-S1 configuration)Dual 1.3-type Micro-OLED (Sony ECX344A)3,552 x 3,840 pixels per eye (approx. 13.6 megapixels per eye)90Hz6DoF, inside-out trackingPointing controller, ring controller, hand tracking, eye trackingStandalone, plus PC streaming
StarVRPCDual 5.5" LCD Quad HD Displays5120 x 1440 (2560 x 1440 per eye)210° (horizontal), 130° (vertical)6DOFGyroscope, Accelerometer, MagnetometerExternal optical sensor with fiducial markers
Steam FramePC for streaming (optional), included wireless adapterDual 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 mouseWi‑Fi 7 (headset), bundled Wi‑Fi 6E PC adapter, Bluetooth 5.3
SteamVR Base Station 2.0Compatible SteamVR 2.0 headset/controllers, 12V power outletN/AN/AN/A150-160 degrees horizontal, 110-115 degrees vertical (see Specifications)SteamVR Tracking 2.0 (outside-in laser sweep)N/AN/AN/AWireless sync (sync-on-beam); no inter-station line of sight required
Sulon QPCOLED2560x1440 pixelsDual noise-suppressing embedded microphones, Gamepads, Controllers compatible with Windows 10, Mouse and KeyboardBluetooth 4.0, Wi-Fi 802.11ac
SurplexSteamVR-compatible PC VR headset, gaming PCN/AN/AN/AN/ASensor-fusion (pressure sensors + IMU + deep-learning skeletal inference)YesYes30 Hz (Basic), 60 Hz (Pro)~30 msFoot pressure and motionWireless to PC (Wi-Fi)
Surplex ProGaming PC, SteamVR-compatible headsetN/AN/AN/AN/APressure-sensor and IMU based, markerless (no base stations)YesYesBody motion (full-body tracking)Wi-Fi (to gaming PC)
Takara HMD DynovisorNTSC composite/AV console, external power supplySony 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 trackerDual active-matrix LCD panels185 × 138 (Model 1), 320 × 240 (Model 2 LX), 720 × 480 (Model HRX) per eye30 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)
VR Wave Quest 2 Prescription LensesMeta Quest 2 headset; a current eyeglass prescriptionN/AN/AN/AN/AN/AN/AN/AN/AN/A
Valve IndexWindows 10, SteamOS, or Linux; NVIDIA GeForce GTX 970 / AMD RX 480 or betterDual 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 Hz~22ms (passthrough), less than 15ms (VR)Hand tracking, SteamVR controllersUSB-C (Thunderbolt 4 compatible)
Varjo VR-2High-end PCDual OLED displays per eye (Bionic Display)Focus: 1920×1080 per eye, Context: 1440×1600 per eye90 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 eye90 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 Hz~22ms (passthrough), less than 15ms (VR)Hand tracking, SteamVR controllersUSB-C (Thunderbolt 4 compatible)
Varjo XR-4 Focal Edition2× Mini-LED LCD3840×3744 per eye (4K×4K)90 Hz120° × 105°Inside-out + SteamVR (hybrid)DisplayPort, USB-C
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)Wi-Fi, Bluetooth, USB-C (OTG)
Vive Focus 3LCD2448x2448 per eye (5K)90 Hz120°6DoF (inside-out, 4 cameras)
Vive Focus 3 Eye TrackerHTC Vive Focus 3 headsetN/AN/AN/AN/AOptical eye tracking (two 60 Hz IR cameras with IR illuminators)N/AN/AN/AMagnetic mount, USB Type-C
Vive Focus 3 Facial TrackerHTC Vive Focus 3 (or Vive Focus Vision) headsetN/AN/A60 Hz (tracking)151 degrees (camera)Optical (mono camera, 38 blend shapes)N/AN/AN/AUSB Type-C
Vive Focus PlusAMOLED (dual)1440x1600 per eye75 Hz110°6DoF (inside-out + ultrasonic controllers)Wi-Fi 5GHz, USB 3.1 Type-C
Vive Focus VisionLCD (fast-switch, dual)2448x2448 per eye90 Hz (120 Hz planned via DisplayPort)120°6DoF (inside-out, 4 cameras)Wi-Fi 6/6E, Bluetooth 5.2, USB-C (2x), DisplayPort
Vive Pro 2LCD (dual)2448x2448 per eye120 Hz116° (marketed 120°)SteamVR 2.0 (outside-in)DisplayPort, USB 3.0
Vive Pro EyeOLED (dual)1440x1600 per eye90 Hz110°SteamVR 2.0 (outside-in)DisplayPort, USB 3.0
Wearality SkySmartphoneDepends on smartphoneDepends on smartphone150°3DOFIMUs in SmartphoneNone
Woojer Vest EdgeHeadphones or headset (audio source via Bluetooth, 3.5mm or USB-C)N/AN/AN/AN/AN/AN/AN/AAudio signal (low-frequency content converted to haptics)Bluetooth 5.0 (aptX, aptX Low Latency, aptX HD, AAC, SBC), 3.5mm audio in/out, USB-C audio
Woxter
XRSpace
YVR
  • To make changes to the table, please edit the the infobox of the corresponding device. See Template:Device Infobox for reference.

Apps

VR Apps

Developer Resources

Game Engines

Unity

Unreal Engine

WebVR

Virtual Reality History timeline

Figure 1. Stereoscopic images (Image: www.vrs.org.uk)
Figure 2. Link Trainer (Image: www.vrs.org.uk)
Figure 3. Sensorama (Image: www.vrs.org.uk)
Figure 4. Virtual Environment Reality workstation technology (Image: www.sciencefocus.com)
Figure 5. VR Arcade Machines (Image: www.vrs.org.uk)

Virtual reality has a long history of development. While the main advancements happened after the introduction of electronics and computer technology, there are precursors to the ideas and implementation of VR that date as far back as the 1800s. For example, focusing solely on VR as a means of creating the illusion of being someplace else, then the earliest attempts at virtual reality could be considered the panoramic murals (or 360-degree murals). These would fill the viewer’s field of vision with the intention of making them feel a sense of presence at a certain historical event or scene [4] [5].

What follows is a timeline of the main historical dates and events in the development of VR.

1838 - Stereoscopic viewers and photos

Charles Wheatstone demonstrated that the brain processes different two-dimensional images for each eye into a single three dimensional object (Figure 1). The stereoscope was invented in the same year and used twin mirrors to project a single image. When viewing two side by side stereoscopic images through a stereoscope, it gave the sense of depth and immersion [4] [5] [6].

In 1839, William Gruber also patented the View-Master stereoscope which was used for “virtual tourism” and still is produced today. The design principles of the stereoscope can still be found in the Google Cardboard and low-budget VR headsets for smartphones [4] [6].

It could be argued that since the creation of stereoscopic images, people have been interested in making images more three dimensional to enrich its experience [6].

1929 - Link Trainer

Edward Link creates the first commercial flight simulator - the Link Trainer (Figure 2). It was entirely electromechanical, “controlled by motors that linked to the rudder and steering column to modify the pitch and roll.” It had a small motor-driven device that simulated turbulence and other disturbances. These flight simulators were used by over 500,000 pilots during World War II for initial training and improving skills [4] [6].

1936 - Pygmalion’s Spectacles

Science fiction writer Stanley G. Weinbaum wrote a short story - Pygmalion’s Spectacles - that had the idea of a pair of goggles that allowed the user to experience a different world through holographic recordings, smell, taste, and touch. This concept can be easily equated to the VR devices that are currently available or under development [4] [6] [7].

1956 - The Sensorama

Cinematographer Morton Heilig develops the Sensorama, which was patented only in 1962 and might be considered the first true VR system. It was an arcade-style cabinet that stimulated all the senses. It had a stereoscopic 3D display, stereo speakers, vibrating seat, fans, and a scent producer. It was intended to fully immerse the person in a film. Heilig created six short films for his invention titled Motorcycle, Belly Dancer, Dune Buggy, Helicopter, A date with Sabina and I’m a coca cola bottle! Heilig intended the Sensorama to be one in a line of products for the “cinema of the future”. Unable to secure financial backing, his vision never became reality [4] [5] [7] [8] [2].

1960 - First VR Head-Mounted Display

After the Sensorama, Morton Heilig invented the first example of a virtual reality headset - the Telesphere Mask. It only worked with non-interactive films and didn’t have motion tracking. Nevertheless, the headset provided stereoscopic 3D and wide vision with stereo sound [4] [5].

1961 - First motion tracking HMD

The true precursor of the HMDs available today was developed by two Philco Corporation engineers, Comeau and Bryan. It was called Headsight and it incorporated a video screen for each eye and a magnetic motion tracking system. This system was linked to a closed circuit camera. The device wasn’t developed for virtual reality applications. Instead, its goal was to allow immersive remote viewing of dangerous situations by the military. The head movements of the used would be replicated by a remote camera, allowing him to look around the environment. While the Headsight was a step in the evolution of the virtual reality headset, it lacked the integration of a computer and image generation [4].

1965 - The Ultimate Display

Ivan Sutherland developed the concept of the “Ultimate Display”. This device could simulate the natural world so realistically that a user could not tell the difference between actual reality and virtual reality. The concept comprised of a virtual world viewed through an HMD and had augmented 3D sound and tactile feedback; computer hardware that created the virtual environment and maintained it in real time; and interactivity between users and objects from the VR world in a realistic way. Sutherland suggested that the device would serve as a “windows into a virtual world”, and his idea would become a core blueprint for the concepts that encompass current VR [4] [5] [2].

1968 - Sword of Damocles

Ivan Sutherland and Bob Sproull created the Sword of Damocles, an HMD that was held by a mechanical arm mounted on a ceiling. The device was connected to a computer and displayed simple wireframe graphics to the user. The arm tracked the user’s head movements but was difficult to use. The contraption was also too heavy and bulky for comfortable use [4] [7] [2].

1969 - Artificial Reality

Myron Kruegere developed a series of experiences called “Artificial Reality”. He developed computer-generated environments that responded to the people in it. He created several projects such as Glowflow, Metaplay, and Psychic Space leading to the development of the Videoplace technology. This enabled communication between people at a distance in a responsive computer-generated environment [4].

1975 - Videoplace

Myron Kruegere created the Videoplace, which was the first interactive VR platform. The virtual reality surrounded the user and responded to movements and actions without the use of goggles or gloves. The Videoplace was a mix of several other artificial reality systems that he had developed [2] [9].

1982 - Sayre gloves

The Sayre glove was the first wired glove. It was invented by Daniel J. Sandin and Thomas Defanti from an idea by Richard Sayre. Both scientists were from the Electronic Visualization Laboratory at the University of Illinois, Chicago. The glove used light emitters and photocells in the fingers. When flexed, the quantity of light reaching the photocell changed, translating the finger movements into electrical signals [7].

1985 - NASA project

The Virtual Environment Workstation Project at NASA’s Ames Research Center in Mountain View, California, was founded with the purpose of producing a VR system that allowed astronauts to control robots outside a space station (Figure 4). The HMD that was developed had super-wide optics (almost an 180-degree field of view) [7].

1987 - The “Virtual Reality” name is coined

Before this date, even though there had been developments in VR, there wasn’t a term to describe the field. In 1987, Jaron Lanier (founder of the Visual Programming Lab, VPL) finally coined the term “virtual reality”. Lanier, through his company, developed a range of VR gear like the Dataglove and the EyePhone headset. The company also made the first surgical simulator, the first vehicle prototyping simulator, and the first architecture simulators [4] [5] [7].

1991 - Virtuality Group

By this time, VR devices started to be available to the public (although owning cutting-edge VR was still out of reach). The Virtuality Group launched several arcade games and machines in which players would use a set of VR goggles (Figure 5). The machines had immersive stereoscopic 3D visuals, handheld joysticks, and some unit were networked together for multiplayer gaming. There were some discussions about bringing Virtuality to Atari’s Jaguar console, but the idea was abandoned [4] [7].

1993 - Sega’s virtual reality headset

At the Consumer Electronics Show in 1993, Sega announced a virtual reality headset for the Sega Genesis console. The prototype had head tracking, stereo sound and LCD screens in the visor. The company intended to have a general release of the product but technical difficulties stopped that from happening and the headset would remain in the prototype phase [4] [7].

1995 - Nintendo Virtual Boy

The Virtual Boy was a 3D gaming console, marketed as the first portable console that could display 3D graphics. It was released in Japan and North America, and it was a commercial failure for the Japanese company. Some of the reasons for the failure were the lack of color in graphics (only red and black), lack of software support, and difficulty in using the console in a comfortable position. Production of the console was halted in 1996 [4] [7].

Virtual reality in the 21st century

After 1997, the public interest in VR saw a decrease in what is known as the first VR winter. Nevertheless, the first fifteen years of the 21st century had several advancements in the field of virtual reality. Computer technology, including small and powerful mobile technologies, increased in power while prices were getting more accessible [4] [7]. The interest in VR regained momentum after Palmer Luckey created the first prototype of the Oculus Rift, in 2011, and launched a kickstarter campaign for its development in 2012. The campaign was successful, raising $2.5 million. In March 2014, Facebook bought the company Oculus VR for $2 billion dollars. After this, virtual reality blew up, with multiple companies investing in the development of their own VR systems. The rise of smartphones with high-density displays and 3D capabilities has also enabled the development of lightweight and practical VR devices [4] [8] [9].

References

  1. 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 1.8 Bierbaum, A.D. (2000). VR Juggler: A Virtual Platform for Virtual Reality Application Development. Masters of Science Thesis, Iowa State University, Iowa
  2. 2.0 2.1 2.2 2.3 2.4 2.5 Mazuryk, T. and Gervautz, M. (1996). Virtual Reality - History, applications, technology and Future (Technical Report). Retrieved from https://www.cg.tuwien.ac.at/research/publications/1996/mazuryk-1996-VRH/TR-186-2-96-06Paper.pdf
  3. http://doc-ok.org/?p=1360
  4. 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 Virtual Reality Society. History of Virtual Reality. Retrieved from https://www.vrs.org.uk/virtual-reality/history.html
  5. 5.0 5.1 5.2 5.3 5.4 5.5 The Franklin Institute. History of Virtual Reality. Retrieved from https://www.fi.edu/virtual-reality/history-of-virtual-reality
  6. 6.0 6.1 6.2 6.3 6.4 Gemsense. Virtual Reality: History, projections and developments. Retrieved from http://gemsense.cool/virtual-reality-developments/
  7. 7.00 7.01 7.02 7.03 7.04 7.05 7.06 7.07 7.08 7.09 Evenden, I. (2016). The history of virtual reality. Retrieved from http://www.sciencefocus.com/article/history-of-virtual-reality
  8. 8.0 8.1 Robertson, A. and Zelenko, M. Voices from a virtual past. Retrieved from https://www.theverge.com/a/virtual-reality/oral_history
  9. 9.0 9.1 Freefly VR. Time travel through virtual reality. Retrieved from https://freeflyvr.com/time-travel-through-virtual-reality/