The Rise of Virtual Reality: Pinpointing the Popularity Surge

When people think of modern virtual reality, many think of the popular Oculus headsets that are now sold by Meta (formerly Facebook). However, virtual reality has been around for a very long time, though VR headsets have only recently become popular.

The VR Space team looked at different virtual reality headsets through the years to see what each of the headsets look like and how technology has advanced in the past few decades.

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10 Virtual Reality Headsets That Are Yet to be Released

A Timeline of Early VR Headsets

Virtual reality has existed in some form for decades. The Sword of Damocles, a head-mounted display created in 1968 by computer scientist Ivan Sutherland, is considered to have been the first VR headset, though it was never released to the public, as it was too heavy for users to wear comfortably for extended periods of time.

Sega attempted to develop a commercial virtual reality headset in 1993. The company created the Sega VR headset to act as a peripheral to their popular Sega Genesis console. Unfortunately, Sega ran into development issues, and the headset was never officially released.

The Forte VFX1 was released in 1995 and consisted of a head-mounted display with speakers and a handheld controller. It was one of the first VR headsets for PC and required an IBM-compatible PC with 500 KB of free hard-drive space.

Nintendo’s Virtual Boy was the next VR headset to come out. Released in 1995, this headset was marketed as the first to render 3D graphics. While the console was revolutionary in the video game world, it was slammed by critics and failed to meet expected sales goals. It’s Nintendo’s lowest-selling console to date, with fewer than 1 million units sold. Despite its initial failure, Nintendo enthusiasts today consider the Virtual Boy to be a collectable. Because so few units were sold, it’s a rarity in the community.

The New Generation of Virtual Reality

It wasn’t until the mid-2010s that VR headsets really started gaining mass popularity. The Oculus VR systems were the initial leaders in the virtual reality headset race. The Oculus Rift DK1 was released in 2013, and the DK2 was released in 2014, but it wasn’t until the first commercially available Oculus Rift was released in 2016 that things really started moving. This revolutionary headset featured a 1080×1200 resolution per eye and retailed for $599. It sold more than 500,000 units. Oculus has since produced many other headsets, including the Oculus Go (2018), Oculus Rift S (2019), Oculus Quest (2019), and Oculus Quest 2 (2020).

While Oculus might be the most well-known brand of virtual reality equipment, many other popular headsets have been released in the past decade, too. HTC has produced a number of popular and impressive headsets through the years, particularly its most recent headset, the HTC Vive Flow. Released in 2021, it features a 1600×1600 resolution per eye and 100° field of view.

In terms of console-based VR headsets, one of the most popular is the PlayStation VR. Originally released by Sony in 2016, this headset works with both the PlayStation 4 and PlayStation 5.

Wondering which VR console to buy? It’s hard to say which is the best virtual reality system available, as the right choice will vary for each person. With so many options on the market, there’s a VR headset for anyone, regardless of your needs or price point.

A History of Virtual Reality Headsets from 1993 to 2021

Name of VR HeadsetRelease DateResolution per EyeField of ViewTethered or Standalone?Price
Sega VRApril 1993N/AN/AConsole-powered VRN/A
Forte VFX1December 1994263×23035.5°PC-powered VR$695
Virtual BoyJune 1995384×224N/AStandalone VR$179.95
IIS VFX3DJanuary 2000380×33735°PC-powered VR$1,800
Sony PUD-J5ASeptember 2002827×22825°Console-powered VR$500
NVIS nVisor SX60December 20021280×102444°PC-powered VR$24,000
Oculus Rift DK1March 2013640×80090°PC-powered VR$300
Oculus Rift DK2July 2014960×108094°PC-powered VR$350
3Glasses D2June 20151280×1440110°PC-powered VR$400
Razer OSVR HDK 1.4August 2015960×1080100°PC-powered VR$399
Oculus RiftMarch 20161080×120088°PC-powered VR$599
HTC ViveApril 20161080×120092°PC-powered VR$799
LG 360 VRMay 2016920×72080°Phone-powered VR$200
Razer OSVR HDK 2July 20161080×1200110°PC-powered VR$399
DPVR M2 ProAugust 20161325×144096°Standalone VR$495
PlayStation VROctober 2016960×108096°Console-powered VR$299
3Glasses Blubur S1November 20161440×1440110°PC-powered VR$530
Genbasic Quad HDNovember 20162560×1440110°Standalone VR$199
Pimax 4KDecember 20161920×2160110°PC-powered VR$375
ClassVRMarch 20171280×1440110°Standalone VRN/A
DPVR E3BMarch 20171280×1440110°PC-powered VR$250
Snapdragon 835 VR Development KitMay 20171280×144090°Standalone VR$1,500
ANTVR CyclopJuly 20171080×1200110°PC-powered VR$450
Woxter Neo VR100July 2017960×1080N/AStandalone VR$180
Acer AH101October 20171440×144097°PC-powered VR$399
Dell VisorOctober 20171440×144097°PC-powered VR$349
HP VR1000October 20171440×144095°PC-powered VR$399
Lenovo ExplorerOctober 20171440×144097°PC-powered VR$380
Medion Erazer X1000November 20171440×144095°PC-powered VR$449
Samsung OdysseyNovember 20171440×1600101°PC-powered VR$499
VRgineers VRHero 5K PlusNovember 20172560×1440150°PC-powered VR$9,000
Pico GoblinDecember 20171280×144092°Standalone VR$269
3Glasses Blubur S2January 20181440×144090°PC-powered VR$549
Asus HC102February 20181440×144096°PC-powered VR$429
Snapdragon 845 VR Development KitMarch 20181440×2560110°Standalone VRN/A
HTC Vive ProApril 20181440×160098°PC-powered VR$599
Oculus GoApril 20181280×144089°Standalone VR$199
Lenovo Mirage SoloMay 20181280×1440110°Standalone VR$400
Xiaomi Mi VRMay 20181280×144094°Standalone VR$200
Huawei VR2May 20183200×1440100°PC-powered VR$289
VRgineers XTALJune 20182560×1440150°PC-powered VR$5,800
Pico G2July 20181440×160092°Standalone VR$249
DPVR P1October 20181280×1440N/AStandalone VR$199
Samsung Odyssey+October 20181440×1600101°PC-powered VR$499
Pimax 5K XRNovember 20182560×1440150°PC-powered VR$1,449
Helmet VisionJanuary 20193840×1200120°Standalone VR$349
Pimax Vision 8K+February 20193840×2160150°PC-powered VR$1,449
Varjo VR-1February 20191440×160087°PC-powered VR$6,000
HP ReverbApril 20192160×216096°PC-powered VR$599
HTC Vive FocusApril 20191440×1600110°Standalone VR$599
Valve IndexApril 20191440×1600107°PC-powered VR$999
3Glasses X1May 20191200×1200105°Standalone VR$550
Oculus QuestMay 20191440×160094°Standalone VR$399
Oculus Rift SMay 20191280×144088°PC-powered VR$399
Pico G2 4KMay 20191920×216092°Standalone VR$399
HTC Vive Pro EyeJune 20191440×160098°PC-powered VR$1,599
DPVR E3 4KAugust 20191920×2160110°PC-powered VR$399
Acer OJO 500October 20191440×144095°PC-powered VR$399
HTC Vive CosmosOctober 20191440×170097°PC-powered VR$699
Varjo VR-2October 20191440×160087°PC-powered VR$4,995
DPVR P1 Pro 4KNovember 20191920×2160100°Standalone VR$349
Huawei VR GlassDecember 20191600×160090° diagonalPhone-powered VR$430
Varjo XR-1December 20191440×160087°PC-powered VR$11,995
Pimax ArtisanJanuary 20201700×1440130°PC-powered VR$449
VRgineers XTAL 8KJanuary 20203840×2160150°PC-powered VR$7,980
HTC Vive Cosmos EliteMarch 20201440×170097°PC-powered VR$899
StarVR OneApril 20201830×1464210°PC-powered VR$3,200
Pico Neo 2May 20202048×2160101°Standalone VR$699
QWR VRone 4KAugust 2020N/AN/AStandalone VR$550
ClassVR PremiumOctober 20201280×1440100°Standalone VRN/A
HP Reverb G2October 20202160×216098°PC-powered VR$599
Lenovo Mirage VR S3October 20201920×2160101°Standalone VR$450
Oculus Quest 2October 20201832×192089°Standalone VR$299
Pimax 5K SuperNovember 20202560×1440150°PC-powered VR$1,299
Varjo VR-3December 20202880×2720115°PC-powered VR$3,195
Varjo XR-3December 20202880×2720115°PC-powered VR$5,495
XRSpace ManovaDecember 20201440×1440100°Standalone VR$499
HP Reverb G2 Omnicept EditionApril 20212160×216098°PC-powered VR$1,249
Nolo X1April 20211280×144096°Standalone VR$399
Pico Neo 3May 20211832×192098°Standalone VR$390
HTC Vive Focus 3June 20212448×2448116°Standalone VR$1,300
HTC Vive Pro 2June 20212448×2448116°PC-powered VR$1,399
Nolo SonicJune 20211920×2160101°Standalone VR$470
Arpara VRAugust 20212560×256095°PC-powered VR$599
DPVR P1 Pro LightAugust 20211280×1440N/AStandalone VR$399
DVPR P1 Ultra 4KAugust 20211920×2160N/AStandalone VR$599
HTC Vive FlowNovember 20211600×1600100°Standalone VR$499
Huawei VR Glass 6DoFNovember 20211600×160090° diagonalPhone-powered VR$620

Virtual Reality Headsets That Have Not Yet Been Released

VR Headset NameDate AnnouncedResolution per EyeField of ViewTethered or Standalone?Price
Lynx R1January 20201600×160090°Standalone VR$500
Canon MREAL S1September 20201600×120045°PC-powered VR$38,500
DecaGearOctober 20202160×2160114°PC-powered VR$549
iQIYI Qiyu 3January 20212160×216095°Standalone VRN/A
Playstation VR 2February 20212000×2040N/AConsole-powered VRN/A
Arpara VR All In OneMay 20212560×256095°Standalone VRN/A
Roscosmos XR-2May 20212880×2880N/APC-powered VRN/A
Pimax Reality 12K QLEDOctober 2021N/A200°Standalone VR$2,399
Varjo AeroOctober 20212880×2720100°PC-powered VR$1,999
Diver-X HalfDiveDecember 20211600×1440N/APC-powered VR$1,200

Discover the fascinating journey of virtual reality (VR), from niche experiments to mainstream marvels. This brief overview highlights key moments and technological breakthroughs that have shaped VR’s rising popularity across various fields, including gaming, education, and professional training. Dive into the story of VR’s evolution and its transformative impact on the digital world.

The Origins of VR: From Sci-Fi to Reality

Virtual reality (VR) has always captured the imagination of technophiles and dreamers alike. The concept, which seems like a figment of a science fiction novel, transformed into palpable reality over several decades of innovative development. The journey began in earnest with the first VR headset, which was developed for gaming. It was this application in the entertainment industry that initially hinted at the potential of VR technology.

1950s-1960s: Early Concepts of VR

During the 1950s and 1960s, pioneers in technology and visual arts began conceptualizing the idea of virtual reality. This era marked the inception of VR as a theoretical concept, with visionaries exploring its potential applications in cinema and visual art.

  • Exploration of Theoretical Concepts: Visionaries like Morton Heilig and Ivan Sutherland laid the groundwork for virtual reality by proposing the concept of immersive environments that could be experienced through technology.
  • Focus on Cinema and Visual Art: Early experiments in VR focused on creating immersive experiences in cinema and visual art, with artists and filmmakers envisioning new ways to engage audiences through interactive storytelling and immersive environments.

1980s: The Rise of VR Research

The 1980s witnessed a significant surge in VR research, as laboratories across the world delved into the possibilities offered by immersive virtual environments. Researchers and scientists recognized the potential of VR as a powerful scientific tool, capable of simulating complex scenarios and environments for experimental purposes.

  • Scientific Exploration: Researchers in fields such as psychology, medicine, and engineering began exploring the use of VR as a tool for conducting experiments and simulations. Virtual environments provided a controlled setting for studying phenomena and testing hypotheses in ways that were not possible in the real world.
  • Technological Advancements: Advances in computer graphics, display technology, and motion tracking systems during the 1980s paved the way for the development of more immersive VR experiences. Researchers pushed the boundaries of hardware and software capabilities to create increasingly realistic virtual environments.

1995: The Birth of Consumer VR

The year 1995 marked a significant milestone in the history of VR with the release of the first VR headset designed for gaming: the Nintendo Virtual Boy. Despite its pioneering status, the Virtual Boy faced challenges in the market, including poor sales and negative reviews. However, its introduction served as a catalyst for further exploration and innovation in the realm of consumer VR technology.

  • Introduction of Consumer VR: The release of the Nintendo Virtual Boy brought VR technology into the homes of consumers for the first time, sparking public interest and excitement about the potential of immersive virtual experiences.
  • Challenges in Commercialization: Despite early enthusiasm for VR, challenges such as technological limitations, high costs, and consumer skepticism hindered its widespread adoption. The failure of devices like the Virtual Boy underscored the importance of addressing these challenges to ensure the success of future VR endeavors.

Evolution of VR Headsets

The evolution of VR headsets showcases the remarkable progress in technology, transitioning from bulky and impractical units to sleek and user-friendly designs. Each stage in this evolution reflects significant advancements in miniaturization, comfort, and accessibility, shaping the landscape of virtual reality experiences.

Late 1990s: Miniaturization and Comfort

During the late 1990s, there was a growing interest in miniaturizing VR headsets and improving user comfort. As technology advanced, developers sought to reduce the size and weight of VR devices, making them more practical for extended use.

  • Miniaturization Efforts: Engineers focused on shrinking the components of VR headsets, including display screens, lenses, and motion tracking sensors, without compromising on performance or visual quality. This led to the development of more compact and lightweight headsets that were easier to wear for extended periods.
  • Comfort Enhancements: Innovations in ergonomic design and padding materials aimed to improve the comfort of VR headsets. Features such as adjustable straps, cushioned faceplates, and ventilation systems were incorporated to reduce discomfort and fatigue during use.

Early 2000s: Smartphone-Based VR Headsets

The early 2000s saw the introduction of smartphone-based VR headsets, leveraging the processing power and display capabilities of mobile devices to deliver immersive virtual experiences. This approach democratized VR technology, making it more accessible to a wider audience.

  • Integration with Smartphones: VR headsets were designed to accommodate smartphones, utilizing their high-resolution displays and motion sensors to create immersive VR environments. Users could simply slot their smartphones into the headset, transforming them into portable VR devices.
  • Affordability and Accessibility: Smartphone-based VR headsets offered an affordable entry point into the world of virtual reality, allowing users to experience immersive content without the need for expensive dedicated hardware. This accessibility played a crucial role in popularizing VR technology among consumers.

2010s: Investment from Major Tech Companies

The 2010s marked a turning point for VR technology, as major tech companies began to invest heavily in the development of VR headsets and associated technologies. This influx of resources and expertise accelerated the pace of innovation, driving significant improvements in VR hardware and software.

  • Industry Investment: Companies such as Oculus (acquired by Facebook), HTC, Sony, and Google made substantial investments in VR research and development, leading to the creation of high-quality VR headsets with advanced features and capabilities.
  • Technological Advancements: The 2010s saw the introduction of cutting-edge technologies in VR headsets, including high-resolution displays, precise motion tracking systems, integrated audio solutions, and ergonomic designs. These advancements resulted in more immersive and comfortable VR experiences for users.
  • Diversification of Applications: With the support of major tech companies, VR technology expanded beyond gaming and entertainment to encompass a wide range of applications, including education, healthcare, training, and enterprise solutions. This diversification of use cases further fueled the adoption of VR headsets across various industries.

Breakthrough: The Oculus Rift

Man wearing oculus rift

A significant milestone in VR history was the launch of the Oculus Rift. This device is often credited as the first VR headset that truly captured the public’s imagination and opened up the realm of possibilities for immersive gaming and applications beyond.

2012: Kickstarter Campaign for Oculus Rift

In 2012, the Oculus Rift made its debut on the crowdfunding platform Kickstarter, igniting excitement and anticipation among VR enthusiasts and gamers worldwide. The Kickstarter campaign, spearheaded by Palmer Luckey, sought to raise funds for the development of a high-quality VR headset that would deliver immersive gaming experiences like never before.

  • Crowdfunding Success: The Kickstarter campaign for the Oculus Rift surpassed its funding goal within hours of launch, demonstrating the overwhelming demand for VR technology among consumers. Backers eagerly supported the project, eager to be among the first to experience the future of gaming.
  • Prototype Demonstrations: As part of the Kickstarter campaign, Oculus Rift developers showcased early prototypes of the headset at gaming conventions and industry events, generating buzz and excitement within the gaming community. The positive reception from early adopters and developers fueled anticipation for the commercial release of the device.

2016: Commercial Release of the Oculus Rift

In 2016, after years of development and refinement, the commercial version of the Oculus Rift was finally released to the public, marking a major milestone in the evolution of VR technology. The launch of the Oculus Rift signaled the beginning of a new era for VR, one characterized by high-quality immersive experiences and unprecedented levels of interactivity.

  • Consumer Accessibility: The commercial release of the Oculus Rift made high-quality VR experiences accessible to consumers, offering a plug-and-play solution for immersive gaming and entertainment. The device was widely praised for its comfortable design, intuitive controls, and high-resolution displays, setting a new standard for VR hardware.
  • Expanded Ecosystem: With the release of the Oculus Rift, a vibrant ecosystem of VR content and applications began to emerge, driven by a growing community of developers and enthusiasts. The Oculus Store provided users with a curated selection of VR experiences, ranging from games and simulations to educational and productivity tools.
  • Catalyst for Industry Growth: The success of the Oculus Rift served as a catalyst for the growth of the VR industry, inspiring other companies to invest in VR hardware and software development. Competitors such as HTC Vive, PlayStation VR, and Samsung Gear VR entered the market, further fueling innovation and competition in the burgeoning VR landscape.

Gaming and Beyond: VR’s Expansion into Various Industries

Initially focused on gaming, VR technology quickly found applications in various other fields such as education, healthcare, and real estate. This diversification helped stabilize VR’s position in the tech world and broadened its appeal beyond just gamers.

Medical Field

In the medical field, VR technology has revolutionized training, diagnostics, and therapy, offering innovative solutions to improve patient care and enhance medical education.

  • Training Simulations: VR simulations provide medical professionals with realistic scenarios to practice surgical procedures, emergency responses, and patient care protocols in a safe and controlled environment. These simulations help improve skills, reduce errors, and increase confidence among healthcare providers.
  • Diagnostic Tools: VR-based diagnostic tools enable physicians to visualize and interact with medical imaging data in three-dimensional space, facilitating more accurate diagnoses and treatment planning. VR technology enhances the interpretation of complex medical images, leading to better patient outcomes.
  • Therapeutic Applications: VR is increasingly being used as a therapeutic tool for treating various physical and mental health conditions, such as chronic pain, PTSD, and phobias. Immersive VR experiences can distract patients from discomfort, provide exposure therapy in a controlled setting, and promote relaxation and stress reduction.

Education

In the field of education, VR has transformed traditional teaching methods, offering immersive virtual classrooms and simulation-based learning experiences that engage students and enhance learning outcomes.

  • Virtual Classrooms: VR technology enables educators to create virtual classrooms where students can interact with instructors and peers in immersive 3D environments. Virtual classrooms offer opportunities for collaborative learning, virtual field trips, and hands-on experimentation, enriching the educational experience.
  • Simulation-Based Learning: VR simulations allow students to engage in realistic scenarios and experiments that would be difficult or impossible to replicate in traditional classrooms. From dissecting virtual organisms to exploring historical landmarks, VR simulations provide dynamic and interactive learning experiences that promote curiosity and critical thinking.

Real Estate

In the real estate industry, VR technology has revolutionized property marketing and architectural visualization, offering prospective buyers immersive virtual tours and realistic 3D renderings of properties.

  • Virtual Tours: VR-powered virtual tours allow potential buyers to explore properties from the comfort of their homes, providing an immersive and interactive viewing experience. Virtual tours enable users to navigate through rooms, inspect details, and visualize the layout and design of properties before making purchase decisions.
  • Architectural Visualization: VR technology is used by architects and developers to create immersive 3D visualizations of architectural designs and construction projects. VR allows stakeholders to experience buildings and spaces in a realistic and immersive manner, facilitating better design decisions, client communication, and project collaboration.

Technological Milestones and the First VR Headsets

google cardboard

The when was the first VR headset made question often brings us back to the early prototypes of the 1960s. However, the modern era of VR really began with several key developments:

2012: Oculus Rift’s Development Kit

In 2012, the launch of Oculus Rift’s development kit breathed new life into VR ambitions, propelling the technology out of the realm of science fiction and into the hands of developers and enthusiasts.

  • Revolutionizing VR Development: The release of the Oculus Rift development kit provided developers with access to affordable, high-quality VR hardware and software tools, sparking a wave of creativity and innovation in the VR community.
  • Pioneering Features: Oculus Rift’s development kit introduced features such as low-latency head tracking, high-resolution displays, and immersive audio, setting a new standard for VR headset technology and paving the way for future advancements in the field.

2014: Google Cardboard

In 2014, Google Cardboard democratized VR technology by introducing an affordable VR experience that could be accessed using nothing more than a smartphone and a simple cardboard viewer.

  • Accessible VR: Google Cardboard made VR accessible to millions of people around the world by leveraging the widespread availability of smartphones and inexpensive materials. The DIY cardboard viewer, combined with smartphone apps, enabled users to experience basic VR content without the need for expensive hardware.
  • Educational and Entertainment Value: Google Cardboard opened up new possibilities for educational experiences, immersive storytelling, and virtual tourism. Users could explore virtual environments, visit distant places, and engage with interactive content in ways that were previously unimaginable.

2016: Launch of HTC Vive and Oculus Rift

In 2016, the VR landscape was forever changed with the simultaneous launch of the HTC Vive and Oculus Rift, two high-end VR headsets that brought immersive virtual experiences to mainstream consumers.

  • Competition Drives Innovation: The launch of the HTC Vive and Oculus Rift within days of each other intensified competition in the VR market, driving rapid innovation and improvements in VR hardware and software. Both headsets offered advanced features such as room-scale tracking, motion controllers, and high-fidelity graphics, pushing the boundaries of what was possible in VR.
  • Expanding the VR Ecosystem: The release of the HTC Vive and Oculus Rift catalyzed the growth of the VR ecosystem, attracting developers, content creators, and consumers to the burgeoning platform. The availability of premium VR experiences and immersive games further solidified VR’s position as a transformative technology with broad appeal.

User Experience Improvements Over the Years

As VR technology advanced, so did the user experience. Early models were often criticized for their lack of comfort and high propensity to cause motion sickness. Recent models have vastly improved in terms of ergonomics, display quality, and tracking precision.

Comfort

One of the primary complaints about early VR headsets was their bulky and uncomfortable design. However, advancements in materials and engineering have led to significant improvements in comfort for modern VR devices.

  • Lighter Materials: Manufacturers have transitioned to lighter materials, such as advanced plastics and composites, to reduce the weight of VR headsets. This makes them more comfortable to wear for extended periods without causing strain or discomfort on the user’s head and neck.
  • Better Weight Distribution: Improved weight distribution techniques, including ergonomic strap designs and padded cushions, help distribute the weight of the headset more evenly across the user’s head, reducing pressure points and fatigue during use.

Visuals

Early VR headsets often suffered from low-resolution displays and limited field of view, resulting in a less immersive visual experience. However, advancements in display technology have led to significant improvements in visual quality for modern VR devices.

  • Higher Resolution Screens: Modern VR headsets feature high-resolution OLED or LCD displays, offering sharper and more detailed visuals compared to their predecessors. This enhanced clarity contributes to a more immersive and realistic VR experience, allowing users to discern fine details and text more easily.
  • Better Field of View: Improved optics and lens designs have expanded the field of view (FOV) in modern VR headsets, allowing users to see more of the virtual environment without experiencing distortions or aberrations at the edges of the display. A wider FOV enhances immersion and presence, making users feel more fully immersed in the virtual world.

Tracking

Accurate and responsive tracking is essential for creating a seamless VR experience. Early VR systems struggled with tracking issues, leading to jittery movements and a lack of immersion. However, advancements in tracking technology have significantly improved tracking precision for modern VR devices.

  • Inside-Out Tracking: Many modern VR headsets employ inside-out tracking systems, which use built-in sensors and cameras to track the user’s movements in 3D space without the need for external sensors or base stations. This approach offers greater convenience and flexibility while providing accurate and responsive tracking performance.
  • Enhanced Controllers: Improved motion controllers with built-in sensors and haptic feedback mechanisms provide more precise input and interaction in virtual environments. These controllers offer a greater degree of immersion and realism, allowing users to manipulate objects and interact with the virtual world with greater precision and responsiveness.

Conclusion

Virtual reality has come a long way from the clunky prototypes of the mid-20th century to the sleek, sophisticated devices of today. The question of when did VR become popular reflects a dynamic narrative of technological triumph and cultural adaptation, a story that continues to evolve with each passing year. As we look forward to the future of virtual environments, it is clear that VR’s journey is only just beginning.

FAQ

When did VR become popular?

VR started gaining mainstream popularity around 2016 with the commercial release of high-profile VR headsets like the Oculus Rift and HTC Vive.

What was the first VR headset?

The title of the first VR headset is often given to the Oculus Rift’s prototype, which was first revealed in 2012.

When did Oculus come out?

The Oculus Rift was first available to consumers in 2016, although its development kits were circulating in the tech community from 2012 onwards.

When was the first VR headset made?

The very first VR headset for gaming was created in 1995, known as the Nintendo Virtual Boy, but it was not successful in the market.