Microsoft, Sony – Where is my Virtual Reality?!

August 24, 2010 - By Jason Hamilton

This holiday season, Microsoft will be offering the Kinect for Xbox 360. Not to be outdone, Sony also plans to debut Move for PlayStation 3. These peripherals will immerse gamers a little deeper into the game where every move and gesture of the hands and body will be the controller. The Kinect and Move will also bring augmented reality to the table as an entertainment experience. While these devices show a lot of promise and potential, somehow I don’t think this is where gaming should be for the 21st century.

Video gaming has come a long way since the days of the Atari 2600 console. Graphics are now rendered in 3D with textures, effects, and environments that, at times, seem to blur the line between watching a live action movie and computer generated images (CGI). As we have entered the 21st century, gaming has become more immersive and interactive: replacing the one-button wired joystick with wireless controllers that seemed to have more buttons than you could handle and motion-detecting wands and cameras.

In the early 1990’s, virtual reality (VR) was the hot topic in entertainment, education, research, technical training, and just about every other aspect of life. There was even a TV show about it called VR5 and starring Lori Singer.

VR was yesterday’s promise for today. TVs and computer monitors were on their death beds. It is now 2010, ten years into the 21st century. So, where are my VR helmet, gloves, and vest? …and stuff?

In 1995, The VFX-1 hit the market and showed all the promise of the future. Every movement you made with your head was tracked by the helmet.  Flight simulators on the PC became amazing overnight. No longer did you have to hit a button on your keyboard to “turn your head”. You just turned your head, and the tracking in the helmet did the rest for you.  The VFX-1 immersed your ocular and auditory senses like never before.

The VFX-1 helmet didn’t come cheap; it premiered at roughly $900.00 (USD). If you looked at it as a replacement for your existing monitor, it wasn’t a bad trade-off. But it wasn’t supposed to replace it, and your average gamer could not swing that kind of cash for gaming in the mid-90’s. This is the likely reason that the VFX-1 ultimately failed.

Also, there were some undesirable side effects that resulted from using virtual reality equipment. After being immersed in this other reality and removing the equipment from your body, disorientation, dizziness, and nausea were common occurrences…and all of this after only 10 minutes of use.

After having numerous personal experiences with VR in the mid-90′s, I never experienced any ill effects from unplugging. I suspect users were unplugging too quickly by going about their normal duties before “readjusting”. To put it in perspective, one should keep in mind that NASA astronauts use VR to train for space walks for hours at a time. Alas, the side effects were something that seem to have gotten in the way of the virtual reality reaching its full potential, at the time.

(If you can’t tell by now, I’m lamenting the failure of the markets to embrace VR!)

Now it’s 2010, and Vuxiz has their own offering for virtual reality, the iWear VR920 (pictured in the first image, above). The device is compatible with Windows 7, Vista, and XP but isn’t quite as geek-chic as the VFX-1, nor quite as immersive. What the iWear VR920 does boast, though, is a long list of PC games and applications with which it promises to be compatible. Starting at $399.00 (USD), the iWear may actually stand a chance of keeping the VR dream alive.

The disappointing truth, though, is that limiting your product to only PC use is cuts out a large market share. Sony? Microsoft? Are you listening here? There are people in the world that would LOVE to skip past the Move and Kinect offerings. We’re ready to jump on the VR bandwagon. If the goal of console and gaming companies is to create an immersive environment and an unforgettable experience, flapping your arms in the air and waiving around wands in front of a proprietary camera is definitely not the answer.

So, for now, it looks like gamers will have to wait a little bit longer for that elusive, true VR experience. I’m sure it will come eventually. Let’s just hope it  happens before we all get to old to be able to move enough for it to actually work.

Jason Hamilton
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