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What Ever Happened to Virtual Reality?

bergeron76 writes "It seems like it's been ages since I heard of any advances in "Virtual Reality" technology. Was Virtual Reality just hype? Are there any new or existing projects that have made any significant inroads (aside from the first-person shooter games)? Is total virtual immersion a worthless persuit / dead industry? If not, what are the bottlenecks that are delaying it?"

29 of 431 comments (clear)

  1. Virtual reality... by Ziviyr · · Score: 5, Insightful

    See Doom 3 or Half Life newblah.

    --

    Someone set us up the bomb, so shine we are!
    1. Re:Virtual reality... by mmp · · Score: 5, Insightful

      Though the point is flying over the mods heads, the OP has a good point.

      Back in 1995-1996, VR was all the big thing, SGI and others were promoting VRML and virtual reality (on teh web!) was supposed to be just around the corner.

      At about that some, some game called Quake was getting a lot of attention in the real world. When you compared the experience of playing quake to the experience of "VR", quake was infinitely more engrossing. All the VR stuff then ran at about 5 frames per second, with less detailed scenes than quake was spitting out at 30+ fps. Quake was a successful virtual reality in that it pulled you in and you could forget it was a game (in a sense). None of the VR stuff had anywhere near the same success at making the user forget what was going on.

      The gap between the best of what people did with VR and the best of what people did with games was big enough that it became apparent that VR was not relatively successful. VR researchers were too focused on fancy hardware--data gloves, 3D headsets, stuff like that--and not enough focused on the graphics part. (IMHO).

      Look at games like Half Life 2 today. Or the MMORPGs that many people are addicted to. The reason people spend so much time with them is that they are successful examples of VR. The academic approach to it just didn't pan out.

      -matt

    2. Re:Virtual reality... by Mac+Degger · · Score: 5, Insightful

      No. I think the 'acedemic' approach didn't pan out with the cumbersome, intrusive technologies of the time. That's the reason why VR was never immersive: you always felt the heavy headset, you where locked in a sensor cage...it sucked.

      But imagine it with OLED glasses, which actually do feel and fit like sunglasses. And maybe with 3D positional chips, instead of those cumbersome gyros. All you need is a halfway decent, intuitive interface (like the mouse for 2d screens) and you have an immersive VR experience which computers could graphically generate right now.

      But will the money which has already been bitten the first time round be made available again?

      --
      -- Waht? Tehr's a preveiw buottn?
  2. Easy Answer by KyleNicholson · · Score: 5, Funny

    The Matrix scared everyone.

  3. come on.. by peculiarmethod · · Score: 5, Interesting

    We've been through this.. the most impressive VR advancements are going on at general motors, outside of the military training programs. read more

    --
    ** "It's not my job to stand between the people talking to me, and the ones listening to me." -- Pego the Jerk
  4. What do you mean? by screwballicus · · Score: 5, Funny

    In 1995, Virtual Reality systems reached the apex of all conceivable technological possibility, realised its own state of perfection, and ceased to advance for lack of further necessity.

  5. Too risky? by DyslexicLegume · · Score: 4, Informative

    Developers probably don't want to take any inovative "risks"...remember what happened with the Virtual Boy, so that's my guess as to why we haven't seen a lot of VR stuff.

  6. Actually by Dante+Shamest · · Score: 5, Funny
    It seems like it's been ages since I heard of any advances in "Virtual Reality" technology. Was Virtual Reality just hype?

    Ah, the irony. I love my job.

    - The Architect
  7. RIP by Jondro · · Score: 4, Funny

    Nintendo killed it when they released the Virtual Boy

    1. Re:RIP by NanoGator · · Score: 5, Interesting
      "Nintendo killed it when they released the Virtual Boy."

      Bullshit. That's like saying Enterprise killed the lauching of Titans in Cape Canaveral.

      Here's a few questions for you all:

      1.) How many of you actaully played anything based on Virtual Reality? (If no, did you ever even have an OPPORTUNITY to play VR?)

      2.) Of those of you that have, did you actually have any fun?

      3.) Did any of you enjoy paying $5 for a minute of entertainment?

      4.) Did VR bring you an interesting gaming experience that you couldn't have enjoyed better?

      5.) Was it anything like Hollywood?

      Here, I'll answer my own questions:

      1.) Yes, I have. They set up a VR arcade at a mall near where I lived.

      2.) No. I had to wait in line, put on this bulky ass equipment and visor that detected my motion. Despite being weighed down so much, not a lot more was offered than I could have gotten on my PC. I could turn my head and look any direction. Unfortunately, the tracking on it was primitive. (I could have dismissed that, though, because technology always gets better.) Sadly, I had cables running down the back of my head that made me feel like Dave Lister. Whenever I turned my head I was AWARE of the cables and it limited my movement. The display used color LCD and it was in stereo. Let me tell you something, the Virtual Boy was definitely not to everybody's taste, but at least it produced a clear stereo image. LCDs have a quirk that a row of single color LEDs dont: It takes 3 sub-pixels to make one color. An all red screen with an LCD looks a little like a checkerboard. When you magnify it, then put one over each eye, it looks like you're looking through a screen door. The VB may have been headache inducing for a lot of people, but color would NOT have solved that. It would have made it worse. Increasing the DPI of LCDs would help significantly, but they also have to be really small to work. In short, it was hard to see what you were looking at. Believe it or not, it would have been a LOT easier to see if they DIDN'T have that stereo component.

      There was a belt around my waist that detected which way my body was facing. Pivot your body, and you're turning left and right. However, that stupid cable problem was there... again. (Not to mention that it was heavy.) Try turning 720 degrees and then trying to step over the cable you can't see because you have Laforge's 2 decade old visor over your head. On top of that, there was a safety railing around the play area that was easy to bump into. Ugh. Imagine playing Q3 with that setup.

      There was a handheld unit for firing. Basically, you held your hand out like a gun, that's how you aimed. That's also how you walked. So despite being in "Virtual Reality!!!", you had to turn your body, then use your thumb to run. I mentioned primitive tracking before...

      Did I have fun? No. Even if I were more athletic, it was still hard to play. When I saw Lawnmower Man, I thought I'd get in this rig and have a new exciting game experience. Nopers. Not even close.

      3.) Fuck no. Truth be told, if this thing were in my house where I could play it all I wanted, I doubt it would have lasted more than a few days before being sold or stored. Even the geek in me couldn't love this thing.

      4.) I'm hard pressed to think of a game that would have benefitted from this. Even with perfect tracking, no wires, and gloves, there's still the limit of having to stand in a particular area. Even a room to walk around in would have been problematic.

      5.) No. Even today, I can't imagine somebody could build a VR unit that was as exciting as what we've seen in Hollywood.

      My opinion on Virtual Reality was soured BEFORE the VB actually came out. Frankly, the Virtual Boy was a lot better experience. It had a good stereoscopic display, *and* the games could still be fun because they used tried-and-true controls we all loved. The

      --
      "Derp de derp."
  8. What do you mean? by writermike · · Score: 4, Funny

    Virtual Reality is on TV every night of the week!

    Buh-doom-boom-Sis.

    --
    If Nalgene water bottles are outlawed, only outlaws will have Nalgene water bottles.
  9. Not hyped much by moz25 · · Score: 5, Informative

    With all the advances in 3D (gaming) technology, I suppose that the hype has worn off. It's just not newsworthy anymore to be able to simulate a virtual environment.

    One area in which Virtual Reality has been generating very positive effects is, unexpectedly (?), therapy against phobias and traumas. An example is fear of heights where people can confront their fears in a simulated (and thus controlled) environment and gradually let go of them.

    So yes, I'd say that Virtual Reality does improve people's lives in at least one way that doesn't involve shooting at things.

  10. Pursuit by metlin · · Score: 5, Informative

    It's spelt pursuit, not persuit.

    And AR (Augmented Reality) seems to have taken the place of VR lately, lots of progress has been made in that end.

    More importantly, VR equipment and tracking is usually prohibitively expensive, which I'd guess is partly responsible for the lack of any apparent progress.

    Also, the suspension of disbelief in VR is quite important - not so in AR, since it only attempts at adding more information to the existing reality.

  11. One major bottleneck: by sniepre · · Score: 5, Interesting

    I work with a guy who started up a video game company called Park Place Productions (Which Sony ended up gobbling up in a hostile takeover years ago.) He was responsible for the Madden series of football games among many other things.

    At one stage he was working on a virtual reality headseat (Similar to the VirtualBoy style visor) except you wore it on your head and controlled it with two handheld sensors / input pads.

    It was phenomenal, until during a demonstration with an investor, the user got tricked into thinking it was real and actually stepped backwords and fell over the couch he was standing in front of and twisted his ankle. The product did not sell.

    So yes, the bottleneck is definable in one word: Liability.

    --
    Is not life a hundred times too short for us to bore ourselves? -Friedrich Wilhelm Nietzsche
    1. Re:One major bottleneck: by Short+Circuit · · Score: 5, Informative

      That's not true at all. You're only crosseyed if your eyes are focusing on a close common point. If each eye is looking at a different screen, how close that point is is up to the software.

      The whole point of 3D displays is to allow you to forget that your viewing surface is less than three feet away. If each screen held an identical image, and was aligned properly, then that image would appear to the user to be at an infinite distance.

      The only part of your eye that's focusing on a near surface is are the muscles controlling the lens. If you want to test for strain there, try taking two identical wallet photos, taping or gluing them to a piece of paper at a center-to-center distance equal to that of your eyes, and put that close to your face. Then try aiming your eyes to converge at infinity.

      Your lens is perfectly capable of focusing independently of the aim of your eyes; I do it all the time, and suffer no ill effects.

    2. Re:One major bottleneck: by sbaker · · Score: 4, Interesting

      > Basically, with a visor, you're staring at a screen a few inches
      > from your nose for a protacted period of time. Focusing on that is
      > not fun;

      I work in flight simulation - we have VERY good VR helmets. The light fed into your eyes is 'collimated' - meaning that the light rays from the video display are stuffed through some optics so that they emerge as PARALLEL rays of light rather than rays eminating radially outwards from each point on the screen.

      Collimating the light is the key to avoiding the problem you describe - and it works perfectly. We also employ big curved display screens that wrap all around your face - so it's not like looking at two tiny squares in front of your face - you can swivel your eyeballs and look to either side, up and down.

      You can see our VR helmet at http://www.link.com/ - you can even buy one if you can afford the price of a pretty decent Ferrari.

      The only problem with collimated displays it that when something *IS* close to you in the virtual world, it seems that it's too far away - however, because we project a slightly different image into each eye, your brain does a pretty good job of recognising when things are close by noting how much your eyes have to cross to fuse the two images into one.

      There was one very small remaining problem - you couldn't see your own nose! You'd be amazed at just how weird that is (unless of course you happen to have lost your nose in some kind of tragic accident!). A small piece of plastic built into the display at a strategic point fixed that nicely.

      The display is crisp and bright and each display can be driven by either one PC or an entire render farm to get realtime realism that can be almost arbitarily good.

      The helmet can easily incorporate one of any number of head tracker technologies depending on whether or not a magnetically neutral or acoustically reasonable environment is available to allow different kinds of tracker to work accurately.

      So - the helmet problem is completely, 100% solved...except for the price.

      --
      www.sjbaker.org
  12. Virtual Reality by warewolfsmith · · Score: 4, Funny

    I Googled "Virtual Reality" Results 18,100,000 Hits for Virtual Reality. It seems the technology is everywhere.

  13. Re:What Ever Happened to Virtual Reality? by wickedsteve · · Score: 5, Funny

    This all seems so very real. You didn't even notice the transition did you?

  14. Oh its still on the way. by MaestroSartori · · Score: 4, Informative

    Stuff like the shifty floor seen a while back here on /. (http://www.trnmag.com/Stories/2004/081104/Shifty_ tiles_bring_walking_to_VR_Brief_081104.html are helping advance the non-graphics side of things, anyway. Lots of work on haptic interfaces seems to be working on the feedback side, not sure what the current state of that art is though.

    I suspect the questioner is actually looking for a holodeck though, we're still quite a ways from that ;)

  15. IVY (Immersive Virtual Environment at York) by rmpotter · · Score: 5, Informative

    York University in Toronto has an interesting facility:

    York's virtual reality room turns perception on its head

    Home to Canada's only fully-immersive environment

    TORONTO, March 31, 2005 -- Jumping into the virtual world of a
    videogame is helping York University researchers understand how humans orient themselves on solid ground and in outer space.

    Professor Michael Jenkin and his team at York's Centre for Vision Research have developed a 'virtual reality room' called IVY (Immersive Virtual Environment at York) in order to study our perception of gravity and motion, and how we orient ourselves spatially.

    "We're displaying an environment from [the popular videogame] Doom right now, but of course that's just an example of one simulation," Jenkin says.

    The room is the only six-sided immersive environment in Canada, and one of a mere handful internationally. Its walls, ceiling and floor are comprised of pixel maps generated by a cluster of computers running Linux. The entire structure is made of the same glass used in the CN Tower's observation deck. The floor alone took two years to complete.

    Researchers are able to manipulate the environment within IVY, changing the scenery and its orientation, in order to understand how people become disoriented and how their internal perception of 'up' and 'down' is informed.

    "Some people become incredibly confused. I've actually seen people fall over in there," Jenkin says.

    The research is being used by the Canadian Space Agency and National Space Biomedical Research Institute (NSBRI) to find ways to help strengthen astronauts' sense of 'up' and 'down' in zero gravity environments.

    Jenkin's team also hopes to find methods of counteracting the gradual loss of spatial orientation that occurs as we age.

    One of the most challenging aspects of IVY's design was to create a system that allowed subjects to experience both the look and feel of moving through the virtual space.

    A graduate student developed a wireless 'head-tracking' device that follows subjects' movements and alters the displays accordingly. Users wear stereo shutter glasses which give a 3-D effect.

    "The computer compensates when you move around so it looks correct. It knows where you've moved, where your eyes are," says Jenkin.

    As the country's only truly immersive environment, IVY is also in demand from private industry for a myriad of projects.

    "If someone brings us their data set, we can render it and they can walk through and interact with it," says Jenkin.

    "We're constantly pushing the boundaries and learning how better to do VR."

    -30-

    --
    Is this sig nificant?
  16. We don't need it by TangLiSha · · Score: 4, Funny

    Who needs virtual reality when you have reality tv?

    --
    Everyone has an agenda. Except me. --Michael Crichton
  17. Tin Hats on! by femto · · Score: 5, Funny
    Contrary to popular belief, virtial reality was not perfected in 1995. In reality VR was perfected in 1994. 10:42pm on 29th November to be precise. At this time, the US population was sedated by the United Nations via a dose to the drinking water supply. When they woke up 24 hours later, the entire nation was "Trumanised".

    To keep suspicions at bay, advances in VR were removed from this new reality.

    It's hard on the US people, but that was the only way the world could keep their growing nuclear arsenal at bay. On the bright side, GWB is just a bad dream (one they will never wake up from).

    This post will not be posted on the VR version of slashdot.

  18. Eleven Reasons Why Virtual Reality Stalled by Nooface · · Score: 4, Informative

    This presentation from Virtual Reality pioneer Jaron Lanier reveals the Top Eleven Reasons VR has not yet become commonplace. He identifies a number of factors that have held back the adoption of VR by consumers, including key limitations in hardware capabilities and backlash from unsound business practices in its early days. He also points out where research still needs to be done. However, he concludes with the observation that VR has already succeeded as an industrial technology, where it is used regularly in product design and other automation tasks.

    --

    Nooface
    In Search of the Post-PC Interface
  19. Tech Limitations by Effugas · · Score: 5, Interesting

    What's wrong with VR? Hmm, this was the first tech subject I ever investigated in depth, and it's kind of amusing it hasn't gotten much better after all these years. I was just ranting about this a little while ago, but I'll go more in depth here:

    There are some real problems with latency. Modern operating systems have a really hard time with the idea that there are hard deadlines that must be met on a sub-100ms basis. Even some graphics programmers hold onto the myth that 30fps has anything to do with how fast the human eye can detect motion. The reality is that we detect different faults at different rates, but anything that's tied to our own sense of motion has to be accurate at somewhere around the frame rate of touch.

    The frame rate of our haptic senses is something on the order of 3000 frames per second.

    That doesn't mean you need to update a display at 3000fps (though ironically enough, that's approximately the frequency of the fluorescent backplane on an LCD), but it does mean that if you're trying to show someone something at the same time a touch simulator is telling them they are, frames need to interrupt-updated at a speed that even the core operating system has trouble handling.

    What do I mean by touch simulators? Nothing so complex as this per-finger force feedback weirdness that pulled back on each finger as I touched a virtual cockpit back at SIGGRAPH. No, anything involving a head-mounted display and a position detector is a touch simulator; the "feel" comes from within your head and neck and the reaction is to be visually accompanied by a display of motion.

    But the display is always, always, always late! Look at the monitor. Now move your head and eyes, look at whatever's 90 degrees off to the right. For a noticable sub-second interval, you went blind, so that your brain would not need to contend with this blurry streaky mess. To be immersive, VR systems need to detect your motion, synthesize the appropriate blur-frames, and (hardest of all) have a convenient stable frame in front of you as you're escaping motion-blindness.

    Everything head-mounted fails this just brutally.

    There are vague successes in VR, of course. Driving simulations work fantastically, but it's not like driving is a massively natural feat for our brains to have adapted to in the first place. Screens on every window clean up the above quite neatly. And the phobia work functions because the fears operate on such a low level that your brain isn't able to employ resources such as "heh, that spider's moving wrong". These are useful and impressive successes, but in terms of general purpose "you are elsewhere" mechanisms -- until latency is dealt with appropriately, this will continue to be broken tech.

    --Dan

  20. Re:No consumer porn applications by rfc1394 · · Score: 5, Funny

    As Dennis Miller is reported to have said, "When some unemployed punk in Trenton, New Jersey can buy a plug-in for $29.95 that allows him to make love to Cindy Crawford, Virtual Reality is going to make crack look like Sanka."

    --
    The lessons of history teach us - if they teach us anything - that nobody learns the lessons that history teaches us.
  21. Hiro Protagonist by antifret · · Score: 4, Interesting

    Anyone ever notice while reading Snow Crash that Stephenson never described how users work their avatars? He mentions goggles and lasers that track the user's eye, but stuff like the ubiquitous VR gloves or even a damn joystick, not a blip. I don't think this is an oversight, btw, but more a very clever example of what NOT to write.

    --
    Terminate and stay resinous.
  22. huh? by cr0sh · · Score: 4, Interesting
    The game wasn't much fun (shooting a pterodactyl)

    You know, I hear this quite often from people who have played the orignal (Virtuality 1000) "Dactyl Nightmare" - that the point of the game was no fun. Often, when I played it when all four pods were filled, I could see the other players (well, their "avatars") kinda looking around, but not doing anything. It was like they didn't have a clue what the game was about.

    I will give you a clue - the pterodactyl was a small (though important) portion of the game.

    The whole point of the game was "virtual paintball" - or what is today called a "fragfest" (albeit with much better graphics, sound, etc and many more players). The idea was to run around on the platforms, down the stairs (to the center platform), and using the "levitator disks" (or whatever they were) to manuever between the upper platforms - running around and shooting the other players. All the while, the 'dactyl was circling - and if you heard "he's coming!" in your headset, that was a clue to get under some cover somewhere (like under one of the arches or something), look up and around and try to shoot the bastard from the sky before he picked you up and dropped you to your doom!

    I found the game to be very fun, but only when I was playing with people who knew what the hell the game was about. Yes, the equipment was very heavy and cumbersome. Yes, the resolution sucked (but at least it the field of view was large enough to immerse you - ie, 60 degrees horizontal). Yes, the tracking was laggy (and in cases, nausea producing. But the game...

    More than once I played it and in five minutes had a great workout - DDR is probably the only current game today that could match it...

    --
    Reason is the Path to God - Anon
  23. Re:Tech Limitations, & some interesting phenom by 5n3ak3rp1mp · · Score: 5, Interesting

    In the late 80's/early 90's, I was all about VR. I devoured "The Media Lab" by Stuart Brand, about MIT's media lab, etc. Then I was a psych major at Cornell who focused on perception. I was going to post largely the same information that you just did. So instead I will add an interesting anecdote.

    Yes, latency is the main bitch here, but there are a few extra bits of interesting info. One is that your nervous system already has its own latency "lag", and you are already adapted to it. The upshot is that it is possible to adapt to a bit more latency incurred by extra hardware. This has been shown in military virtual cockpit simulators that attempt to present a lot of information to a fighter pilot with a 3D display inside a helmet, as if he can "see through" the hull of the aircraft. The negative is that once you leave that environment, adjusting to the "normal" real-life latency leads you to get nauseous sometimes ;)

    Another interesting phenomenon of perception is that if you are walking in a curve with a large enough radius, you will not be able to tell (if blindfolded... or wearing a 3D VR HUD) whether you are walking in a straight line or not. So in theory you can have a fully-navigable VR system inside, say, a hangar, that tricks you into thinking you are walking forever in a straight line (i.e., in any direction in the world) when in actuality you might be walking in large figure 8's on the hangar floor. This of course conjured images in my head of real-life Holodecks and whatnot, but it's interesting nevertheless ;)

  24. Bingo. That's what I was thinking too by Moraelin · · Score: 4, Informative

    I was gonna post more or less the same myself, so reading your post made my day.

    Basically, yes, while cute 3D graphics are cool to look at, it's gameplay and (where applicable) a good story that really get suspension of disbelief going. Even for the best looking games nowadays (Doom 3, HL2, whatever), if gameplay sucked, suspension of disbelief would go right out the window.

    Which makes the whole VR gizmos not really needed.

    I would add, though, that VR also brings other problems to the table:

    1. Controls. The mouse and keyboard (or gamepad, if the game is suited for that) are tried and tested and work so well, that you can just forget that you're using them. We've had decades (and thousands of "Nintendo sucks vs Sony blows" flame wars centred on controls) to refine controls to something easy and effective to use. Plus, by now you already know how to use them, so you don't go through the whole learning curve again.

    Pointing around with a glove or other untried gimmics are not only unneeded then, they can actually hurt suspension of disbelief. Especially because of the next points:

    2. Comfort.

    Sitting down in a comfortable chair and using a mouse and keyboard, or a gamepad, is comfortable. You can do 12 hour gaming sessions if, like me, you don't have a life, and have little if any discomfort problems.

    By contrast, the whole VR hype reminds me of the touch-screen hype. Humans just aren't built to spend the whole day with a hand pointing forward. Even if the glove was a thin cotton glove weighing (next to nothing), pointing with your arm forwards all day long will result not just in fatigue, but actual _pain_.

    It gets even worse for other games. If anyone thinks that swinging a sword in a VR game is something they can do for hours, they haven't actually swung a sword in their life. Even throwing a punch at the air in a martial arts game (including martial-arts themed RPGs, like Shenmue or Jade Empire) is _tiresome_ if you do it for hours. And as someone who had some army training, I'll just say it would _suck_ to have to lug a rifle around all day long to play a game.

    3. Sensory expectations. Completely fooling some senses is a much more risky proposition than just getting the brain to pay them no attention.

    If you were really immersed visuall in, say, a flight sim, your brain would expect _all_ senses to fit the same picture. If you take a tight curve, it expects the body to feel G forces. If it doesn't, a little bit of suspension of disbelief goes out, and a little bit of nausea kicks in.

    If you were playing a fight sim, you'd expect that when you throw a punch, you feel it connect. If it feels like it's going through a ghost, again, some suspension of disbelief goes out, some nausea comes in. (And worse yet, you can damage your joints badly if your brains says you don't have to brake that punch going at thin air.)

    4. IC vs OOC. Or how it's throwing the whole concept of "_escaping_ reality" out the window.

    Relying on the character's physical values or knowledge _outside_ the game is meta-gaming. It can not only seriously damage suspension of disbelief, it can also seriously limit the market for the game. For starters, you're limited to those who can actually do that IRL.

    E.g., if in a fighting game you actually had to be able to kick or block that fast and accurate, congrats, you've demanded that the player be an accomplish student of martial arts to play the game. E.g., if you have to actually slash with a broadsword and block with a shield, well, it would probably be fun for some of us nuts, but no fun for everyone else.

    Worse yet, it severely limits what you _can_ do in a game, by tying you down to what you can do IRL. E.g., most of Nintendo's games wouldn't even be possible to have in VR, because _noone_ can run and jump for hours. Jumping is a _very_ tiresome operation for humans. We're not made to bunny-hop all day long.

    Plus, being tied down to what you can physically do IRL, thr

    --
    A polar bear is a cartesian bear after a coordinate transform.