the Sensorama Patent (1962)
In 1956, cinematographer Morton Heilig created Sensorama, arguably the earliest known example of an immersive, multi-sensory virtual reality headset. Heilig's spectacles combined full-color 3D video, audio, vibrations, smell, and atmospheric wind effects. The user would sit in an imaginary motorcycle while experiencing the streets of New York through the screen. An idea known at the time as "Experience Theater," Heilig first introduced it in his 1954 paper "The Cinema of the Future."
At the time of its conception, many science fiction books and films had already imagined characters being "trapped in virtual reality" or entering virtual reality. The earliest records include Manning's novel "The Man Who Awoke," which described a dystopian future and people being put in suspended animation during its "15,000 AD" chapter.
Consumer virtual reality headsets were first introduced by the video game industry in the early to mid-1990s and for space training by NASA in the late 1980s. However, they were not manufactured successfully, mostly due to a lack of technological knowledge. Until now, the idea of a virtual reality headset becoming widely available to the general public was a theme reserved for works of science fiction.
Following its decade-long hiatus at the start of the new millennium, a next-generation wave of virtual reality, led by tech leader Luckey Oculus, was quite literally kickstarted in the early 2010s with the funding campaign of the Oculus Rift headset, which raised a modest $2.4 million at the time. The company would later be acquired two years later by Facebook for a whopping $2 billion, and by 2016, over a hundred companies were developing VR products, including video games, headsets, controllers, treadmills, and haptic devices.
This guide will cover the equipment of virtual reality devices, what to avoid, and provide you with the best possible deals and experiences based on your budget.
The Google Cardboard, released in 2014,
was Google's attempt to stimulate the adoption of VR.
It was an inexpensive way to turn any compatible smartphone
into a "virtual reality viewer" - for a lack of better words.
The device would set you back a modest 30$ at release.
Treadmills to Consider
At first, treadmills might seem farfetched as an investment, but their larger size and slower innovation make them the perfect fit for an early purchase to critically enhance your VR experience.
My advice is to never invest money that you can't afford to lose - and with rising prices due to increasing demand, treadmills are not ready to lose their value anytime soon.
Virtuix Omni One:
Backed by Mark Cuban and other notable investors, the Omni is an
omnidirectional treadmill that allows players to walk and run in 360
degrees inside video games and other virtual worlds. Enthusiasts can
enjoy monthly payment plans starting at $65 per month or make a $2,295
upfront purchase. This flexible payment plan makes all the difference in
accessibility. However, it is nearly a thousand dollars more expensive
than its competitor, Kat Walk.
The Omni is a compact, well-built
treadmill with foldability, allowing it to be easily stored in a closet.
Users have found the vest to be less comfortable compared to the Kat
Walk C's belt system, which means that full locomotion may be somewhat
more restricted. The build quality is apparent, and the treadmill is
expected to have a long lifespan in your living room.
Virtuix Omni One seems to be the market's standard,
as well as the choice of most consumers
KAT Walk mini S:
Feel the trembles under your feet when shooting, experience realistic
earthquakes, falls, explosions, and any other events designed to trigger
controller vibrations! This headset is currently marketed for
'professional' use and is not available for regular consumer purchase.
It is the premium home-friendly VR treadmill with a built-in haptic
module. It's notably built with consideration for space efficiency
without sacrificing any of the features of its predecessor, but rather
improving on them. We cannot comment on its durability as of now.
Kat Walk Mini S is a space-efficient solution
KAT Walk C:
"KAT Walk C is a personal VR Gaming Omni-Directional Treadmill - A KAT VR’s new generation solution that allows for 360 degrees of human motion, creating infinite movement area in VR on minimum physical space in reality."This is the direct competitor to the Omni One by Virtuix. It is the best
value for your money at a mere $1,330 upfront payment.
It uses a less
invasive belt than the Omni One and is smaller than the Mini S, with
fewer features. Users found it more comfortable than the Omni One, but
the lack of a monthly payment plan on this 'budget' treadmill might be a
deal-breaker for most. Users found it quite wobbly compared to its
direct competitor but overall preferred its noninvasive locomotion.
Kat Walk C includes special-made shoes
for adequate locomotion.
Headsets to Consider
A headset should be your first investment, but should it be a budget
investment or a costly investment? Depending on your total income,
interest in VR, and willingness to get the full experience, you might
want to consider some or one of these options. It is important to keep
in mind that these headsets will become significantly more innovative in
the coming years, and that upgrades might eventually be necessary.
Oculus Quest 2:
This is your budget option. The Oculus Quest 2 covers most of the
features that you want in a VR headset, all while being budget-friendly,
but it comes at the cost of a mandatory login to your Facebook account.
With the newer "Oculus Link" feature, you can now play every PC game
from your PC while benefiting from its cost and quality. The Oculus
Quest sports a resolution of 3664x1920 at 90Hz on LCD screens. The field
of view goes up to 100 degrees and should only set you back $399.00
We recommend the Oculus Quest 2 above all,
for its price-performance experience.
HTC Vive Pro 2:
This is the entry-level prosumer choice. You want something that will
give you the best experience for a price to match. Its "Base Station
2.0" allows for the best tracking we have experienced. The helmet can
also be bought on its own and mixed and matched with many other apparel
and dongles of your choice. The high resolution and refresh rate of the
device might prove to be exceedingly difficult to maintain on your
computer. We would have preferred a more balanced display, boasting more
colors and a lower resolution. The premium "Vive Pro 2" sports a
resolution of 4896 x 2448 at 120Hz on LCD screens. The field of view
goes up to 120 degrees and should only set you back $799.00.
The entry premium choice, with upgradeable components.
Valve Index:
Never mind the numbers; this is the premium prosumer choice. You want
something premium, yet balanced in features. While the Vive Pro might
boast a higher resolution, the Valve Index does away with its screen
door effect almost entirely, and the display colors are far superior to
that of the Vive Pro 2, despite its slightly lower total resolution. The
tracking and Index controllers are currently unrivaled by their peers.
The premium "Valve Index" sports a resolution of 2880x1600 at 144Hz on
AMOLED screens. The field of view goes up to 130 degrees and should set
you back a more painful $1599.00
Nothing rivals the Valve Index in its balanced features
PSVR:
God forbid that we talk about Nintendo's cardboard headset; this is your
option for console gaming. The PSVR is a device featuring many
controller dongles that can be swapped depending on the game you are
playing. With its PlayStation Move controller or the Aim Controller, you
will be able to experience a quite immersive experience, albeit with
much more restrictive tracking, such as the complete lack of finger
tracking. It is the most budget-friendly headset with an already
discontinued product. The PSVR sports an unfortunate resolution of
1830x1080 at 90Hz on OLED screens. The field of view goes up to 100
degrees and should only set you back $200.
PSVR controllers are seemingly shaped to hold like different objects.
You have a huge option of the add-on and strap-on kits
to enjoy an immersive experience adapted to a specific experience.