VR Games
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A virtual reality game or VR games is a video game played on virtual reality (VR) hardware. Most VR games are based on player immersion, typically through head-mounted display unit or headset with stereoscopic displays and one or more controllers.
The video game industry made early attempts at VR in the 1980s, most notably with Mattel's Power Glove and Nintendo's Virtual Boy. With the introduction of the first consumer-ready VR product, the Oculus Rift, 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, was considered the killer application for VR games.
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 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.[1] 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.[2] The Power Glove was released in 1989.[3] 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.[2]
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.[1] 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.[4] 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.[4] Sega developed a low-cost VR device, the Sega VR, 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.[5]
Around this same time in the 1990s, major innovations in real-time 3D graphics 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 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.[8]
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.[9]
After decades of attempts from its introduction, low-cost, consumer-grade VR hardware began to appear in the 2010s.[7] 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.[10] 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 $2 billion,[11] 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.[12] Nine games were available at launch and Oculus had established a number of partnerships to provide more games following its release.[13][14]
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 introduced Google Cardboard, 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.[18] 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.[19] Nintendo released the Nintendo Labo VR Kit in 2019 as part of its Labo series of toys-to-life cardboard products.[20] 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.[21]
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.[22][23][24][25]
Many journalists stated that the first \"killer app\" VR game was Half-Life: Alyx, developed by Valve and released in March 2020.[26][27][28][29] 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.[30][31] 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.[32][33] Other VR hardware, including the Oculus, saw increased sales leading to the release of Alyx.[34]
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 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.[7] To provide immersive audio, either surround sound speaker systems are used, or headsets may be outfitted with speakers or headphones for the player that provide 3D audio effects.[7]
Nearly all VR games are played from a first-person perspective 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.[7] 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.[7]
Some VR systems such as the HTC Vive and Oculus offer room scale 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 and Rec Room.[36][37] 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


