Virtual reality (VR) is one of the most exciting and transformative technologies of our time. By fully immersing you in computer-generated 3D environments, VR has the power to transport you to new worlds, enhance the way you work and learn, and redefine entertainment as we know it.
Once a science fiction dream, VR is now a rapidly growing industry with tech giants, startups and content creators racing to stake their claim. According to estimates by ARtillery Intelligence, the VR market is projected to grow from $4.5 billion in 2020 to $12.2 billion by 2024.
VR Market Revenue Forecast (Source: ARtillery Intelligence)
But what makes virtual reality so compelling and how did it evolve into a mainstream phenomenon? In this comprehensive guide, we‘ll explore the past, present and future of VR to help you understand this game-changing technology.
The History of Virtual Reality
The concept of VR has captured human imagination for nearly a century. In the 1930s, American science fiction writer Stanley G. Weinbaum described goggles that could transport the wearer to a fictional world in his short story "Pygmalion‘s Spectacles."
However, the first true VR systems did not emerge until the 1960s. In 1968, computer scientist Ivan Sutherland and his student Bob Sproull created the first VR/AR head mounted display (HMD) called "The Sword of Damocles." It was a primitive device, with computer graphics consisting of simple wireframe rooms and objects.
The 1980s marked a major milestone in VR development. Jaron Lanier, founder of VPL Research, popularized the term "virtual reality." His company developed a range of VR goggles, gloves and bodysuits, including the DataGlove and the EyePhone HMD. VPL‘s devices were used for applications like NASA astronaut training, surgical simulation and 3D data visualization.
Other key pioneers during this era include Myron Krueger, who created the first interactive VR experiences he termed "artificial reality," and Tom Furness, an Air Force Research Laboratory engineer who developed advanced flight simulators using VR.
The 1990s saw the first attempts to commercialize VR for consumers. Companies like Virtuality Group and Sega released arcade games and home consoles touting immersive VR experiences. Movies like The Lawnmower Man built buzz for VR‘s potential. Unfortunately, the technology was not advanced enough yet, with high costs, poor graphics and usability issues.
VR‘s fortunes changed dramatically in 2012 when Palmer Luckey, an 18-year-old VR enthusiast, created the first prototype of the Oculus Rift headset. His Kickstarter campaign raised nearly $2.5 million and reignited interest in VR. In 2014, Facebook acquired Oculus for $2 billion, sparking an arms race among major tech companies.
How Virtual Reality Works
VR systems trick your senses, particularly sight and hearing, to create the illusion that you are present in a virtual environment. There are two main hardware components:
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Head-mounted display (HMD) – a headset that displays the virtual environment. It uses stereoscopy, a technique that presents a slightly different image to each eye, to create the perception of depth and 3D space.
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Input devices – accessories that track your motions or provide tactile feedback. This includes handheld controllers that translate your real-world gestures into VR, gloves that provide a sense of touch, and omnidirectional treadmills that allow you to walk naturally in VR.
On the visual front, VR headsets have evolved significantly in recent years. While early HMDs used small LCD displays with limited resolution, modern headsets feature high resolution OLED or LCD displays with refresh rates of 90Hz or higher, minimizing motion blur and nausea.
Just as important as display quality is head tracking. VR headsets use a combination of accelerometers, gyroscopes and magnetometers (IMUs) to track the position and rotation of your head with 6 degrees of freedom (6DoF). Some headsets like the Oculus Rift S also feature inside-out tracking, using cameras to track the headset‘s position relative to the environment.
Next-generation VR headsets are pushing visual immersion even further with innovations like:
- Eye tracking – tracks where you are looking to optimize graphics rendering (foveated rendering) and enable more natural interaction
- Varifocal displays – adjusts the focus of the display based on eye tracking to eliminate the vergence-accommodation conflict that causes eye strain
- Higher resolution displays – up to 8K per eye for retina-level detail
- Expanded field of view – up to 200 degrees diagonally to cover your entire visual field
- Wireless streaming – allows untethered VR experiences by streaming content from a PC or cloud server to a mobile headset
Audio also plays a crucial role in VR immersion. Spatial audio replicates how we perceive sound in the real world, changing based on the position and distance of virtual objects. Ambisonics and HRTF (head-related transfer function) are common VR audio formats.
Aside from audiovisual immersion, haptic feedback is the next frontier for VR realism. Haptic suits and gloves lined with actuators can simulate physical sensations like the texture of virtual objects, wind or temperature. Several startups are working on advanced haptic devices:
- HaptX Gloves – microfluidic actuators that displace your skin to mimic touch
- Teslasuit – full body suit with 68 channels of haptic feedback
- bHaptics Tactsuit – 40 vibration motors to simulate impact and surfaces
VR Content Creation
Creating immersive VR content requires powerful 3D engines and development tools. Game engines like Unity and Unreal Engine have become the top choices for VR development, thanks to their robust VR SDKs, cross-platform support, and optimized rendering.
For web-based VR content, WebXR is an open standard that allows VR experiences to be accessed through a browser on any headset. Frameworks like A-Frame, React 360 and Amazon Sumerian make it easier to develop WebXR apps without needing to be a 3D graphics expert.
Content creation tools are also emerging to democratize VR development. These include:
- Tvori – VR animation and prototyping tool
- Masterpiece Studio – VR 3D modeling and sculpting
- Flipside Studio – VR animation and motion capture
- Horizon Worlds – Facebook‘s social VR world-building platform
- Snapchat Lens Studio – create AR lenses visually
- Tilt Brush – VR painting and sketching
The Business of VR
The VR market is attracting significant investment from major tech players:
- Facebook has invested heavily in Oculus and is betting on social VR with Horizon Worlds
- Sony has sold over 5 million PlayStation VR headsets and is rumored to launch a next-gen PSVR 2
- Valve, the company behind Steam, released its high-end Index headset targeted at VR enthusiasts
- HTC has focused on the enterprise market with its Vive Pro and Vive Focus lines
- Microsoft developed the Windows Mixed Reality VR platform in partnership with OEMs like HP and Samsung
- Apple is expected to release a premium VR/AR headset as early as 2022
VR‘s consumer appeal has been primarily driven by gaming, with top-selling titles like Half-Life: Alyx, Beat Saber and Superhot VR. But non-gaming consumer VR is also gaining traction, particularly for virtual concerts, films, and tourism.
However, consumer adoption of VR has been hindered by several challenges:
- Cost – high-end VR headsets cost upwards of $1000 including accessories
- Content – lack of must-have VR games and experiences
- Friction – VR headsets are still bulky and require setup and space
- Social acceptability – VR is often a solo experience and can be perceived as antisocial
Where VR is seeing stronger growth is in the enterprise. Industries like automotive, aerospace, manufacturing, architecture, healthcare and retail are leveraging VR for:
- Training and simulation
- Product design and prototyping
- Remote collaboration
- Data visualization and virtual showrooms
- Pain management and mental health treatment
"VR has incredible potential to transform the way we work by allowing people to collaborate and learn in ways that are simply not possible in the real world," says Timoni West, Director of XR Research at Unity. "We‘re seeing more and more companies use VR for training, design reviews and remote assistance as the ROI becomes clear."
The COVID-19 pandemic has only accelerated enterprise VR adoption. A 2020 PwC report found that 52% of US manufacturers are already using VR or plan to adopt it in the next 3 years. VR enables socially distanced learning and collaboration and reduces travel costs.
The Future of VR
We are still in the early innings of the VR revolution. As the technology matures, we can expect VR to evolve in the following ways:
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Improved visual realism – advancements in display resolutions, refresh rates, HDR, and foveated rendering will make VR graphics near indistinguishable from reality. AI upscaling will allow rendering movie-quality visuals in real time.
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More natural interaction – innovations in hand/eye tracking, haptics, and voice control (e.g. Facebook Assistant) will make interacting in VR feel like the real world. Mind control interfaces that detect neural signals could eventually let you control VR with your thoughts.
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Photorealistic avatars – better 3D scanning, motion capture, and AI will enable creating lifelike avatars that mirror our appearance, expressions and body language. This will power more immersive social VR and virtual beings.
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Convergence with AR – the distinction between VR and AR will blur. Headsets will be able to transition seamlessly between VR mode showing fully virtual environments and AR mode overlaying graphics onto the real world (e.g. Apple Glass).
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The Metaverse – persistent, shared virtual spaces will emerge as the next evolution of social connection. These metaverses will have their own economies, currencies and governance. Virtual real estate is already being bought and sold for millions of dollars.
"VR‘s superpower is creating experiences that feel real to our brains and bodies," says Jeremy Bailenson, founding director of Stanford University‘s Virtual Human Interaction Lab. "In the future, we‘ll be able to have experiences in VR that rival and even surpass what‘s possible in the physical world."
Of course, VR‘s ascendance also raises important issues around privacy, addiction, and psychological effects that will need to be studied and mitigated. But if developed thoughtfully and ethically, VR has the potential to be one of the most impactful technologies in history.
Getting Started with VR
If you‘re excited to jump into virtual reality, you‘ll need to choose the right VR headset for your needs and budget. Here‘s a quick guide:
Premium PC VR
- Ideal for: VR gaming enthusiasts, enterprise users
- Headsets: Valve Index, HTC Vive Pro 2, HP Reverb G2, Pimax 8KX
- Pros: highest visual quality and refresh rates, most advanced controllers
- Cons: expensive ($1000+), requires a powerful gaming PC, limited portability
Standalone VR
- Ideal for: consumers wanting an easy, portable VR experience
- Headsets: Oculus Quest 2, HTC Vive Focus 3, Pico Neo 3
- Pros: lower cost ($300-$1000), no external hardware, easy setup
- Cons: mobile processors limit graphics and physics compared to PC VR
Smartphone VR
- Ideal for: casual VR and 360 video viewing
- Headsets: Google Cardboard, Samsung Gear VR
- Pros: cheapest VR option ($15-$130), works with many existing phones
- Cons: 3DoF tracking only, lower resolution than dedicated headsets
PlayStation VR
- Ideal for: PS4/PS5 owners who want a simple plug-and-play VR experience
- Pros: lower cost ($350), good selection of VR games
- Cons: dated hardware, inferior tracking and controllers vs PC VR
Once you have a headset, you can start exploring the wealth of VR apps and content available on storefronts like Steam VR, Oculus Store, and Viveport. There are thousands of VR apps spanning gaming, entertainment, social, education, art and productivity.
Some top VR experiences to try include:
- Half-Life: Alyx – groundbreaking VR shooter set in the Half-Life universe
- Beat Saber – addictive VR rhythm game
- Superhot VR – unique shooter where time only moves when you do
- Vader Immortal trilogy – cinematic Star Wars adventure
- Rec Room – popular social VR hangout with mini-games
- Bigscreen – watch movies and work on your PC in VR
- Tilt Brush – paint and sculpt in 3D space
- Tripp – VR meditation and mindfulness exercises
- The Climb 2 – scale realistic cliffs around the world
- NeosVR – create and share social VR worlds
To stay on top of the latest developments in VR, check out news sites like UploadVR, Road to VR, and VRScout, and events like Augmented World Expo and Oculus Connect (now Facebook Connect).
As VR technology becomes more accessible and compelling, it will transform the way we work, play, learn and connect with others. While still in its adolescence, VR is poised to revolutionize nearly every industry and usher in a new era of immersive computing. The future is virtual – are you ready?