Virtual Reality Game
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A virtual reality game or VR games is a
video game Video games, also known as computer games, are electronic games that involves interaction with a user interface or input device such as a joystick, controller, keyboard, or motion sensing device to generate visual feedback. This fee ...
played on
virtual reality Virtual reality (VR) is a simulated experience that employs pose tracking and 3D near-eye displays to give the user an immersive feel of a virtual world. Applications of virtual reality include entertainment (particularly video games), e ...
(VR) hardware. Most VR games are based on player
immersion Immersion may refer to: The arts * "Immersion", a 2012 story by Aliette de Bodard * ''Immersion'', a French comic book series by Léo Quievreux#Immersion, Léo Quievreux * Immersion (album), ''Immersion'' (album), the third album by Australian gro ...
, typically through head-mounted display unit or headset with stereoscopic displays and one or more controllers. The
video game industry The video game industry encompasses the development, marketing, and monetization of video games. The industry encompasses dozens of job disciplines and thousands of jobs worldwide. The video game industry has grown from niches to mainstrea ...
made early attempts at VR in the 1980s, most notably with
Mattel Mattel, Inc. ( ) is an American multinational toy manufacturing and entertainment company founded in January 1945 and headquartered in El Segundo, California. The company has presence in 35 countries and territories and sells products in more ...
's
Power Glove The Power Glove is a controller accessory for the Nintendo Entertainment System. The Power Glove gained public attention due to its early virtual reality mechanics and significant marketing. However, its two games did not sell well, as it was ...
and Nintendo's
Virtual Boy The Virtual Boy is a 32-bit tabletop portable video game console developed and manufactured by Nintendo. Released in 1995, it was marketed as the first console capable of displaying stereoscopic "3D" graphics. The player uses the console like ...
. With the introduction of the first consumer-ready VR product, the
Oculus Rift Oculus Rift is a discontinued line of virtual reality headsets developed and manufactured by Oculus VR, a division of Meta Platforms, released on March 28, 2016. In 2012 Oculus initiated a Kickstarter campaign to fund the Rift's development, af ...
, in 2013, VR games soon followed, including existing games adapted for the VR hardware, and new games designed directly for VR. While VR hardware and games grew modestly for the remainder of the 2010s, '' Half-Life: Alyx'', a full VR game developed by
Valve A valve is a device or natural object that regulates, directs or controls the flow of a fluid (gases, liquids, fluidized solids, or slurries) by opening, closing, or partially obstructing various passageways. Valves are technically fitting ...
, was considered the
killer application In marketing terminology, a killer application (commonly shortened to killer app) is any computer program or software that is so necessary or desirable that it proves the core value of some larger technology, such as computer hardware, a video game ...
for VR games.


History


Early VR games (1980s-2000s)

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 that was connected to a computer. In the late 1980s,
Jaron Lanier Jaron Zepel Lanier (, born May 3, 1960) is an American computer scientist, visual artist, computer philosophy writer, technologist, futurist, and composer of contemporary classical music. Considered a founder of the field of virtual reality, La ...
and Thomas G. Zimmerman, former programmers for
Atari, Inc. Atari, Inc. was an American video game developer and home computer company founded in 1972 by Nolan Bushnell and Ted Dabney. Atari was a key player in the formation of the video arcade and video game industry. Based primarily around the Sunny ...
, began developing hardware under the name
VPL Research VPL Research was one of the first companies that developed and sold virtual reality products. It was founded by computer scientist Jaron Lanier in 1984. "VPL" stood for "Virtual Programming Languages". In 1990, VPL Research filed for bankruptcy an ...
, 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 Mattel, Inc. ( ) is an American multinational toy manufacturing and entertainment company founded in January 1945 and headquartered in El Segundo, California. The company has presence in 35 countries and territories and sells products in more ...
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 The Power Glove is a controller accessory for the Nintendo Entertainment System. The Power Glove gained public attention due to its early virtual reality mechanics and significant marketing. However, its two games did not sell well, as it was ...
was released in 1989. The games '' Super Glove Ball'' and ''
Bad Street Brawler ''Bad Street Brawler'', originally released for home computers as ''Bop'n Rumble'' in North America and as ''Street Hassle'' in Europe, is a 1987 video game by Beam Software. Versions were released for the ZX Spectrum and Commodore 64 and MS-DO ...
'' 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. Interest in VR grew in the 1990s, particularly after the 1992 film '' Lawnmower Man'', which helped popularize the idea of VR headsets with the general public. Reflection Technology, Inc. (RTI) had been developing a head-mounted, stereoscopic head-tracking system using
light-emitting diode A light-emitting diode (LED) is a semiconductor device that emits light when current flows through it. Electrons in the semiconductor recombine with electron holes, releasing energy in the form of photons. The color of the light (co ...
(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 , sometimes transliterated Gumpei Yokoi, was a Japanese video game designer. He was a long-time Nintendo employee, best known as creator of the Game & Watch handheld system, inventor of the cross-shaped Control Pad, the original designer of the ...
, Nintendo developed the
Virtual Boy The Virtual Boy is a 32-bit tabletop portable video game console developed and manufactured by Nintendo. Released in 1995, it was marketed as the first console capable of displaying stereoscopic "3D" graphics. The player uses the console like ...
, 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. Sega developed a low-cost VR device, the
Sega VR The Sega VR is a unreleased virtual reality headset developed by Sega in the early 1990s. Planned as a add-on peripheral for the Sega Genesis and only publicly showcased at a number of trade shows and expositions, its release was postponed and l ...
, in the early 1990s, for its arcade games and home consoles; the unit did not advance beyond the prototype stage, though Sega incorporated some of its head-tracking technology into its arcade cabinets. VR systems without head-mounted hardware were also developed in the 1990s, including the Cave automatic virtual environment (CAVE). CAVE systems included multiple flat screen displays, typically at least three walls to surround the human player, and incorporated some type of tracking sensor system to match the images on the walls to what direction the player was looking. Early applications of CAVE system were game-based demonstrations, but the cost remained prohibitive for commercial deployment even through the 2010s. Around this same time in the 1990s, major innovations in real-time
3D graphics 3D computer graphics, or “3D graphics,” sometimes called CGI, 3D-CGI or three-dimensional computer graphics are graphics that use a three-dimensional representation of geometric data (often Cartesian) that is stored in the computer for th ...
had been made across computer, console, and arcade games, and with further improvements in affordable consumer technologies, arcade games began to decline as they could not compete with these innovations. Arcade game manufacturers instead focused on offering games that could not easily be replicated at home, which included the introduction of VR-based arcade games. For example, the Virtuality Group produced its
Virtuality Virtual reality (VR) is a simulated experience that employs pose tracking and 3D near-eye displays to give the user an immersive feel of a virtual world. Applications of virtual reality include entertainment (particularly video games), edu ...
line of arcade games starting in the early 1990s that typically included a VR headset with head-tracking and other features. However, the cost and upkeep of these machines made it difficult to continue support for them. There remained strong interest from academics to explore what VR, along with augmented reality and other
mixed reality Mixed reality (MR) is a term used to describe the merging of a real-world environment and a computer-generated one. Physical and virtual objects may co-exist in mixed reality environments and interact in real time. Mixed reality is largely synony ...
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)

After decades of attempts from its introduction, low-cost, consumer-grade VR hardware began to appear in the 2010s. The
Oculus Rift Oculus Rift is a discontinued line of virtual reality headsets developed and manufactured by Oculus VR, a division of Meta Platforms, released on March 28, 2016. In 2012 Oculus initiated a Kickstarter campaign to fund the Rift's development, af ...
is considered the first consumer-ready VR headset and was first released in 2016. The unit was developed by
Palmer Luckey Palmer Freeman Luckey (born September 19, 1992) is an American entrepreneur best known as the founder of Oculus VR and designer of the Oculus Rift, a virtual reality head-mounted display that is widely credited with reviving the virtual reality ...
, and first announced in 2013 as an inexpensive VR option for video games. During testing, Luckey had gained the help of
id Software id Software LLC () is an American video game developer based in Richardson, Texas. It was founded on February 1, 1991, by four members of the computer company Softdisk: game programmer, programmers John Carmack and John Romero, game designer T ...
's John Carmack to develop a VR version of ''
Doom 3 ''Doom 3'' is a 2004 survival horror first-person shooter video game developed by id Software and published by Activision. ''Doom 3'' was originally released for Microsoft Windows on August 3, 2004, adapted for Linux later that year, and ported ...
'' for Oculus. While this helped to successfully demonstrate the Oculus, which led to
Facebook Facebook is an online social media and social networking service owned by American company Meta Platforms. Founded in 2004 by Mark Zuckerberg with fellow Harvard College students and roommates Eduardo Saverin, Andrew McCollum, Dustin Mosk ...
acquiring Oculus in 2014 for , it also led to a lawsuit between
ZeniMax Media ZeniMax Media Inc. is an American video game holding company based in Rockville, Maryland, and founded in 1999. The company owns publisher Bethesda Softworks with its development unit Bethesda Game Studios (developer of ''The Elder Scrolls,'' ...
, 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 Sony Interactive Entertainment (SIE), formerly known as Sony Computer Entertainment (SCE), is a multinational video game and digital entertainment company wholly owned by multinational conglomerate Sony. The SIE Group is made up of two legal co ...
developed the
PlayStation VR The PlayStation VR (PS VR, known by its code name Project Morpheus during development) is a virtual reality headset developed by Sony Interactive Entertainment, which was released in October 2016. It is fully functional with the PlayStation 4 an ...
system for the PlayStation 4, while
Valve A valve is a device or natural object that regulates, directs or controls the flow of a fluid (gases, liquids, fluidized solids, or slurries) by opening, closing, or partially obstructing various passageways. Valves are technically fitting ...
partnered with HTC to develop the
HTC Vive VIVE, sometimes referred to as HTC Vive, is a virtual reality brand of HTC Corporation. It consists of hardware like its titular virtual reality headsets and accessories, virtual reality software and services, and initiatives that promote appl ...
; both of these units were released in 2016. Valve later developed their own headset without HTC, the
Valve Index The Valve Index is a consumer virtual reality headset created and manufactured by Valve. Announced on April 30, 2019, the headset was released on June 28 of the same year. The Index is a second-generation headset and the first to be manufacture ...
, which was released in 2019. 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. In 2014,
Google Google LLC () is an American Multinational corporation, multinational technology company focusing on Search Engine, search engine technology, online advertising, cloud computing, software, computer software, quantum computing, e-commerce, ar ...
introduced
Google Cardboard Google Cardboard is a discontinued virtual reality (VR) platform developed by Google. Named for its fold-out cardboard viewer into which a smartphone is inserted, the platform was intended as a low-cost system to encourage interest and developme ...
, a 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 The Samsung Group (or simply Samsung) ( ko, 삼성 ) is a South Korean multinational manufacturing conglomerate headquartered in Samsung Town, Seoul, South Korea. It comprises numerous affiliated businesses, most of them united under the ...
, in conjunction with Oculus, released the
Samsung Gear VR The Samsung Gear VR is a virtual reality headset developed by Samsung Electronics, in collaboration with Oculus VR, and manufactured by Samsung. The headset was released on November 27, 2015. When in use, a compatible Samsung Galaxy device acts ...
in 2015 to support its
Samsung Galaxy Samsung Galaxy (, stylised as SΛMSUNG Galaxy since 2015 (except Japan where it omits the Samsung branding), previously stylised as Samsung GALAXY; abbreviated as SG) is a series of computing and mobile computing devices that are designed, m ...
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 Toys-to-life is a video game feature using physical figurines or action figures to interact within the game. These toys use a near field communication (NFC), radio frequency identification (RFID), or image recognition data protocol to determine ...
cardboard products. A handful of Nintendo Switch games support Labo VR functionality, such as the 2017 games ''
Super Mario Odyssey is a 2017 platform game developed and published by Nintendo for the Nintendo Switch. An entry in the ''Super Mario'' series, it follows Mario and his new ally Cappy—a sentient hat that allows Mario to control other characters and objects ...
'' 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 In marketing terminology, a killer application (commonly shortened to killer app) is any computer program or software that is so necessary or desirable that it proves the core value of some larger technology, such as computer hardware, a video game ...
, 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 ''Beat Saber'' is a virtual reality rhythm game developed and published by Czech game developer Beat Games. It takes place in a surrealistic neon environment and features the player slicing blocks representing musical beats with a pair of cont ...
'', 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 A valve is a device or natural object that regulates, directs or controls the flow of a fluid (gases, liquids, fluidized solids, or slurries) by opening, closing, or partially obstructing various passageways. Valves are technically fitting ...
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 ''Alyx''s 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''.


Hardware

Nearly all VR games, as generally defined, require the use of a VR headset that provides stereoscopic displays that simulate three dimensional reality and create immersion for the player. Most headsets include some means of
positional tracking In virtual reality (VR) and augmented reality (AR), a pose tracking system detects the precise pose of head-mounted displays, controllers, other objects or body parts within Euclidean space. Pose tracking is often referred to as 6DOF tracking, for ...
as to provide head-tracking (that is, as to tell which direction a player's head is looking), either through sensors built into the unit or from external sensors or cameras that are placed at the corners of the play area. Some headsets further provide
eye tracking Eye tracking is the process of measuring either the point of gaze (where one is looking) or the motion of an eye relative to the head. An eye tracker is a device for measuring eye positions and eye movement. Eye trackers are used in research ...
. To provide immersive audio, either
surround sound Surround sound is a technique for enriching the fidelity and depth of sound reproduction by using multiple audio channels from speakers that surround the listener (surround channels). Its first application was in movie theaters. Prior to s ...
speaker systems are used, or headsets may be outfitted with speakers or headphones for the player that provide
3D audio effect 3D audio effects are a group of sound effects that manipulate the sound produced by stereo speakers, surround-sound speakers, speaker-arrays, or headphones. This frequently involves the virtual placement of sound sources anywhere in three-dimensio ...
s. Some type of player input is also required. This is most commonly provided through the use of one or more
game controller A game controller, gaming controller, or simply controller, is an input device used with video games or entertainment systems to provide input to a video game, typically to control an object or character in the game. Before the seventh generatio ...
s. A controller can be as simple as a keyboard-and-mouse (KBM) or a standard game controller, or may be specialized hardware that includes positional tracking. Most often for specialized VR hardware, the player will have two controllers, one for each hand. These controllers may also provide haptic feedback to the user.


Controls

Nearly all VR games are played from a
first-person perspective A first-person narrative is a mode of storytelling in which a storyteller recounts events from their own point of view using the first person It may be narrated by a first-person protagonist (or other focal character), first-person re-teller ...
as to take advantage of the level of immersion created by the headset. Player input, which includes the motion of their head, hands, and body and any controller buttons or triggers they depress, are translated into actions within the game. Most commonly, the player's view of the game's environment will track with how they move their hand, and they will be shown virtual hands to guide them how to interact with the environment, with VR translating the player's motions one-to-one with the virtual appendages. While games can be controlled through traditional controls such as KBM or standard console controller, these interfaces break the level of immersion, and instead, more specialized controllers, typically designed to fit naturally into a player's hand. VR offers several novel control schemes - how the player manipulates their in-game character through the game world and the direction they are looking - compared to the traditional free look or mouselook offered by the traditional KBM or standard controller. Movement and aim may be coupled between the headset and the controllers or may be decoupled, typically with the headset controlling the direction of movement and controller the aim, which generally leads to more immersive experiences. Some VR systems such as the HTC Vive and Oculus offer
room scale Room-scale (sometimes written without the dash) is a design paradigm for virtual reality (VR) experiences which allows users to freely walk around a play area, with their real-life motion reflected in the VR environment. Using 360 degree tracking e ...
tracking, which not only incorporate the motions of the player but where they are physically located within a given area and the physical positioning of their body. This allows the player to move around the area as part of the VR experience. Games usually make this an optional experience since not all VR systems support it, and not all players have space to be able to move about. Example of games that support room scale tracking include ''
Job Simulator ''Job Simulator: The 2050 Archives'', commonly referred to as simply ''Job Simulator'', is a virtual reality simulation video game developed and published by Owlchemy Labs for Microsoft Windows, PlayStation 4, Oculus Quest, and Oculus Que ...
'' and '' Rec Room''. When room scale is not available, alternate movement schemes have been developed when character movement is required. A player may be moved automatically by the game as necessary, a player may need to look at a target location and indicate through a control scheme their desire to move their character to that spot, or the player may use more traditional controls such as an analog stick or keyboard presses to move their character.


Design considerations

VR games are designed to enhance
immersion Immersion may refer to: The arts * "Immersion", a 2012 story by Aliette de Bodard * ''Immersion'', a French comic book series by Léo Quievreux#Immersion, Léo Quievreux * Immersion (album), ''Immersion'' (album), the third album by Australian gro ...
—the perception that one is actually in the virtual world—and presence—the psychological effect that they are actually interacting with the virtual world outside of their physical bodies—concepts which cannot readily be done with traditional "flat screen" games played on a computer monitor or television. A limiting factor for VR games until the 2010s was the overall system latency between a player's actions and the feedback they saw on the headset. For VR to be felt as an immersive experience, the latency needs to be as small as possible so that the player sees feedback in as close to real-time to their actions. Technology bottlenecks had been from two major components of VR systems. One area was the rendering speed of computer hardware to update the 3D displays at a fast-enough frame rate. Frame rates of 20 Hz or less appear to most users as a series of separate images rather than continuous video stream, and breaks immersion. In the late 1990s, this computational power could only reasonably been delivered by high-performance workstations such as those from Sun Microsystems and
Silicon Graphics Silicon Graphics, Inc. (stylized as SiliconGraphics before 1999, later rebranded SGI, historically known as Silicon Graphics Computer Systems or SGCS) was an American high-performance computing manufacturer, producing computer hardware and sof ...
. Since then, improvements in
graphics processor A graphics processing unit (GPU) is a specialized electronic circuit designed to manipulate and alter memory to accelerate the creation of images in a frame buffer intended for output to a display device. GPUs are used in embedded systems, mobi ...
technology and game engines with optimized rendering systems give consumer-grade hardware the capacity to perform high-speed real-time 3D rendering at 60 Hz or greater at resolutions appropriate for VR applications. The second bottleneck is the processing time to convert tracking sensor information into feedback that is incorporated into the game. Earlier VR systems took some time for complete acquisition of all tracking sensor information into usable feedback to the user, but this was at a longer timescale compared to the traditional inputs and the display feedback cycle. Improvements have been made since in sensor technology and the software libraries to register movements, and VR games can also include other methods such as limited prediction of a player's movements, to bring sense feedback to the same timescale as rendering. Both issues combine to the overall factor of synchronization between the feedback loops. If the game takes too long to respond to a player's action, even if more than about 25 milliseconds, it further breaks the sense of immersion. While many of the latency problems are resolved with the VR hardware of the 2010s, VR games still must be programmed with these concerns in mind.


Other VR games

In its current meaning, "virtual reality" generally has been taken to creating immersion and presence with the player by creating a new visual stimulus (through a VR headset for example) that obscures to real world view. This definition distinguishes VR from augmented reality where additional visual information is added atop the real world view. A broader definition of virtual reality can be taken to be any application that replaces one or more of the human senses with a virtual one. Thus, games featuring any alternative control scheme compared to a typical game controller or keyboard-and-mouse system could be considered as a virtual reality game, where the sense of touch of these traditional controls is replaced with a novel scheme. Such games would include those with alternate peripherals such as ''
Dance Dance Revolution (''DDR'') is a music video game series produced by Konami. Introduced in Japan in 1998 as part of the Bemani series, and released in North America and Europe in 1999, ''Dance Dance Revolution'' is the pioneering series of the rhythm and dance ...
'' and ''
Guitar Hero ''Guitar Hero'' is a series of music rhythm game video games first released in November 2005, in which players use a guitar-shaped game controller to simulate playing primarily lead, bass guitar, and rhythm guitar across numerous songs ...
'', or games featuring
motion controls In video games and entertainment systems, a motion controller is a type of game controller that uses accelerometers or other sensors to Motion capture, track motion and provide input. History Motion controllers using accelerometers are used as c ...
such as many Wii-based games. However, with the expansion of VR hardware in the 2010s, the use of "virtual reality" to include these types of games has been deprecated.


See also

* Comparison of virtual reality headsets


References

{{Mixed reality * *