Research into virtual reality (VR) hardware and software started as early as 1968 by Ivan Sutherland and his student Bob Sproull, but most equipment was too expensive for consumer use, and its use for games was limited. The first VR head mounted display was connected to a computer. In the late 1980s,
Jaron Lanier and Thomas G. Zimmerman, former programmers for
Atari, Inc., began developing hardware under the name
VPL Research, with Lanier coining the term "virtual reality" for their products. One of VPL's products was the VPL DataGlove; a glove that sensed the user's finger movement and translated it into computer input. The idea inspired engineers at
Abrams/Gentile Entertainment (AGE) to work with
Mattel and
Nintendo to build a low-cost version of the DataGlove to work with the
Nintendo Entertainment System (NES), omitting much of the technical sophistication and movement sensitivity of the DataGlove as to achieve a reasonable consumer cost. The
Power Glove was released in 1989. The games
Super Glove Ball and
Bad Street Brawler were specifically designed to use the Power Glove, while other NES games could be played using the Power Glove by mapping its output to various controls. About one million Power Glove units were sold before Mattel discontinued it in 1990. Its low cost compared to the DataGlove and other similar gloves led academics to buy the unit for their own research. Most notable was the
VR-1 virtual reality 3D arcade attraction released by Sega in 1994. Reflection Technology, Inc. (RTI) had been developing a head-mounted, stereoscopic
head-tracking system using
light-emitting diode (LED) displays, the Private Eye. One application they had tested included a tank game. Seeking funding for larger production, RTI licensed the technology to Nintendo, and under
Gunpei Yokoi, Nintendo developed the
Virtual Boy, released in 1995. The Virtual Boy used red LED displays rather than full-color ones, as they were the most inexpensive to produce, and required mounting to a stand to be played, rather than head-mounted. The system was thus awkward to use both from looking into the viewer and the eyestrain from the red LEDs. Only 22 games were produced for the Virtual Boy, and it was considered to be one of Nintendo's commercial failures. There remained strong interest from academics to explore what VR, along with
augmented reality and other
mixed reality systems, could bring to video games, through the 2000s, but these games were mostly prepared for research proof-of-concepts to demonstrate the interaction of VR hardware, software, and human motion rather than for commercial release, since hardware costs were still high.
Introduction of consumer-ready hardware (2010s–present) The popularity of digital gaming across multiple forms like mobile, console, or PC gaming, led technology giants to further invest in the development of VR technology. In a thriving gaming market, the advancement in VR technology has been a point of great interest in the age of modern gaming. One catalyst to this modern VR boom was the obsession and great success of
Pokémon Go in 2016, which incorporated basic VR concepts, stirring the world with technological breakthroughs in gaming such as VR effects, combining real life scenes with the virtual world, as well as the concept of enjoying gaming alongside interaction in the real world. After decades of attempts from its introduction, low-cost, consumer-grade VR hardware began to appear in the 2010s. The
Oculus Rift is considered the first consumer-ready VR headset and was first released in 2016. The unit was developed by
Palmer Luckey, and first announced in 2013 as an inexpensive VR option for video games. During testing, Luckey had gained the help of
id Software's
John Carmack to develop a VR version of
Doom 3 for Oculus. While this helped to successfully demonstrate the Oculus, which led to
Facebook acquiring Oculus in 2014 for , it also led to a
lawsuit between
ZeniMax Media, id's parent company, against Oculus over
intellectual property theft over Carmack's participation. The case was settled out of court. Nine games were available at launch and Oculus had established a number of partnerships to provide more games following its release. The Oculus Rift announcement led to other VR developments.
Sony Computer Entertainment developed the
PlayStation VR system for the
PlayStation 4, while
Valve partnered with HTC to develop the
HTC Vive; both of these units were released in 2016. Valve later developed their own headset without HTC, the
Valve Index, which was released in 2019. headset As a result, more affordable headsets designed to accommodate mobile devices were also released, using the devices to create the stereoscopic display, some of the positioning functions, and other VR tracking embedded in the additional hardware. On June 25, 2014,
Google officially introduced
Google Cardboard, an inexpensive headset package that constructed from cardboard for use with Android phones; the completed headset creates the necessary visual space to support stereoscopic view from the phone's display.
Samsung, in conjunction with Oculus, released the
Samsung Gear VR in 2015 to support its
Samsung Galaxy smartphones; services for the Gear VR ended in 2020. Nintendo released the
Nintendo Labo VR Kit in 2019 as part of its
Labo series of
toys-to-life cardboard products. A handful of
Nintendo Switch games support Labo VR functionality, such as the 2017 games
Super Mario Odyssey and
The Legend of Zelda: Breath of the Wild. Despite the availability of low-cost hardware for VR, the technology had still not taken off for video games by 2018 as had been expected when the Oculus Rift was announced. This was attributed to the lack of a
killer application, a game that would drive people to buy the hardware to play it. There had been several games from smaller studios that had been considered successful, such as
Superhot VR and
Beat Saber, but the
triple-A studios had not ventured into the area. Sales of VR hardware had been steadily increasing since 2016, but were still under 10 million units by 2018, and there were signs manufacturers were starting to back off in this area. Many journalists stated that the first "killer app" VR game was
Half-Life: Alyx, developed by
Valve and released in March 2020.
Alyx includes a number of novel control schemes to avoid the
motion sickness problems of previous VR games, such as the 2019 indie title
Boneworks. Within a week of
Alyxs announcement, Valve sold out of their stock of Index units and began taking pre-orders with expectations to fulfill before the game's release. Other VR hardware, including the Oculus, saw increased sales leading to the release of
Alyx. headset In 2024,
Apple Inc. released
Apple Vision Pro. This device features hardware such as dual panels that offer 24 million pixels, surpassing devices such as the Oculus Rift. The integration of the R1 chip, working in tandem with the M2 chip, results in a polling rate of 12 milliseconds, getting rid of the dizzying latency issues that were prevalent in previous devices. ==Hardware==