Virtual Reality

The Development of the Computer Virtual Reality: A New Era in Entertainment

How virtual reality grew as a computing and media story, from theme-park rides and films to location-based venues and the graphics hardware behind them.

On this page
  1. Two roots: computing and showmanship
  2. Graphics hardware sets the limits
  3. Rides, films and the early 1990s
  4. CAVEs and projection rooms
  5. Location-based experiences
  6. Games, apps and a different kind of media
  7. What the entertainment record shows

Two roots: computing and showmanship

Virtual reality is usually told as a hardware story about headsets, but it is equally a story about entertainment. Its other root lies in showmen who wanted audiences to feel placed inside a scene: panoramic paintings in the nineteenth century, stereoscopic viewers, wide-screen cinema and motion-simulator rides. Computer graphics supplied the missing piece, a scene that could be generated and changed in real time instead of recorded in advance.

The earliest sensory-experience machines, such as Morton Heilig’s Sensorama of the early 1960s, came from the film world and were not computers at all. They offered a pre-recorded ride with stereoscopic images, sound, vibration and scent. Visitors could not influence what happened, which is the main difference from later interactive VR.

Graphics hardware sets the limits

Entertainment VR has always been limited by how many polygons a machine can draw and how quickly. Early real-time systems of the 1980s and early 1990s used expensive graphics workstations. A scene made of a few thousand flat-shaded polygons could look striking in a demonstration and still seem crude to someone who had seen film special effects. The gap between expectation and result was a persistent problem.

The arrival of consumer graphics cards in the 1990s, with dedicated chips for three-dimensional rendering, changed the economics. What once required a room of equipment began to fit inside a home computer. Later improvements in graphics accelerators made it possible to draw two separate views for a headset at the high frame rates needed to keep users comfortable. In many ways the consumer headsets of the 2010s were beneficiaries of two decades of gaming hardware development.

Rides, films and the early 1990s

Entertainment companies were among the first to try to bring VR to the public. In the early 1990s, arcade operators and amusement venues installed pods where players wore headsets and tracked controllers. Prices per session were relatively high, the graphics were basic, and queues were short because few people wanted to pay for another try after the novelty faded.

Films mixed fantasy and the technology. The Lawnmower Man (1992) presented VR as a gateway to transformation and helped define the public image of the technology, though what it showed went far beyond real hardware. Other films and television programs used the same imagery, which raised expectations that early products could not meet.

Theme parks took a more controlled approach. Disney’s DisneyQuest venues, opened in the late 1990s, included a ride in which guests wore a headset to fly a magic carpet through a world based on the film Aladdin. Many amusement rides and attractions used motion platforms and projection screens without headsets, since a large audience could be handled more safely and quickly that way.

CAVEs and projection rooms

Not all immersive systems used a headset. The CAVE, introduced at the University of Illinois at Chicago in 1992, surrounded users with projection walls and tracked their head position to update the images. The approach avoided the weight of a headset, but a room-sized installation cost far more and served only a few people at a time. Planetariums and domed theaters followed a related path, trading individual control for a shared experience.

Location-based experiences

By the middle of the 2010s some companies tried again with venues that combined headsets, backpack computers and physical sets so that visitors could walk through a virtual world while touching real walls and props. These location-based experiences allowed higher-end equipment than a home buyer might own, and they appealed to groups. Results varied, and some operators struggled with the cost of staff, space and hardware maintenance. The format remains an active niche rather than a mass market.

Games, apps and a different kind of media

Home VR led to its own forms of entertainment: games, 360-degree video, virtual concerts and social spaces where avatars gather. Some of this material borrows from early video games, with familiar shooting, puzzle and rhythm formats adapted for motion controllers. Other material is closer to film, with cameras that capture a full sphere of view and viewers who look wherever they like. Filmmakers found that conventional editing, with its quick cuts and close-ups, can be uncomfortable or disorienting in a headset and had to develop new storytelling habits.

What the entertainment record shows

Entertainment drove most of the money and public attention for VR, and the games industry in particular supplied the cheap graphics hardware that made consumer headsets possible. At the same time, entertainment promised more than it could deliver in the early 1990s, and that cycle of excitement followed by disappointment affected how seriously later products were taken. The current state is steadier but still modest by comparison with traditional games and film. How well immersive entertainment will hold audiences over the long term is not yet clear.

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