Virtual reality game

The video game industry made early attempts at VR in the 1980s, most notably with Mattel's Power Glove and Nintendo's Virtual Boy.

As VR technology continues to advance, it has the potential to further transform the gaming industry, offering even more interactive experiences that push the boundaries of what is possible through digital entertainment.

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.

[1] Reflection Technology, Inc. (RTI) had been developing a head-mounted, stereoscopic head-tracking system using light-emitting diode (LED) displays, the Private Eye.

The Oculus Rift's inclusions of high-resolution display and precise head tracking collectively contribute to a deeply immersive environment and richer experience that can accept the hardware requirements of gaming.

[15] The Rift also enables intuitive interaction with virtual environments, allowing for a range of actions such as grabbing, throwing, and manipulating objects with realistic precision.

[18] Despite its successes, the Oculus Rift at the time faced some challenges, including the need for a tethered connection to a PC, which can limit mobility and the overall sense of immersion.

[29][30][31][32] 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.

[33][34] 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.

Room-scale tracking enables users to physically move within a designated area, with their real-world movements mirrored in the virtual environment, offering high realism but requiring sufficient space and/or specialized hardware.

Smooth locomotion involves continuous movement through joystick controls, appealing to traditional gamers but with a higher risk of inducing motion sickness.

Dash or blink movement provides rapid transitions to new locations, aiming to balance comfort and immersion by combining elements of teleportation and smooth locomotion.

[46] When there is a high latency and low refresh rate, where the environment doesn’t update as the mind and eyes expects like in real life, motion sickness begins to take over.

Achieving this cross-platform functionality requires strategic use of adaptable game engines, efficient 3D modeling techniques, and optimization processes to ensure that users have immersive, uninterrupted experiences regardless of their chosen platform.

Unreal Engine 4, for instance, incorporates a sophisticated visual scripting system called Blueprints, enabling developers to create VR interactions and gameplay mechanics without needing advanced programming skills.

Multiuser features enable players to engage with others in real time, establishing a virtual community within the game and amplifying the immersive experience.

Platforms like Epic Online Services (EOS) support multiuser interactions by providing tools for user sessions, voice communication, and avatar customization.

In VR games, these features foster social interactions that contribute to player engagement and immersion, encouraging collaborative gameplay and shared experiences in a virtual space.

[48][50] EOS’s integration within Unreal Engine allows developers to seamlessly incorporate multiplayer components into VR games, supporting both cooperative and competitive play.

Additionally, voice systems, integrated through services such as Vivox, allow players to communicate directly within the VR environment, enhancing immersion and enabling real-time strategy and cooperation among users.

High-detail 3D models, textures, and animations that work on high-end systems may not perform as smoothly on mobile VR devices due to differences in processing power and memory.

For this reason, developers use methods like polygon reduction and efficient data transfer protocols to maintain visual quality while ensuring optimal performance on a range of devices.

Unreal Engine 4, for example, supports the Datasmith transfer method, which facilitates the import of detailed 3D assets from external modeling software such as Autodesk’s 3ds Max and Maya.

Once all elements are optimized and tested, the project is compiled and packaged for the intended platforms, with considerations for compatibility across desktop, mobile, and VR-specific operating systems.

For example, Unreal Engine’s packaging tools enable developers to export applications compatible with Windows, macOS, Android, and iOS, or VR headsets like Meta Quest, which require dedicated optimization to ensure fluid frame rates and immersive experiences on mobile chipsets.

The integration of Virtual Reality games into the field of health mark an evolution in how immersive technologies can influence human behavior and learning processes.

In healthcare, VR games have emerged as a revolutionary tool for physical rehabilitation, psychological therapy, and health education, offering interactive and immersive methods to improve patient outcomes.

[52] Additionally, VR games have been applied in mental health treatment, offering exposure therapy for phobias, anxiety, and PTSD in a safe, but realistic environment.

[53] A specific application of VR games is for people living in busy cities to get to experience a real-world simulation of peaceful woodland or relaxing farmhouse, reducing all the stress that could potentially come from their environment.

These tools use haptic feedback, real-time 3D imaging, and immersive simulations to revolutionize medical education and improve patient outcomes, demonstrating the broader potential of VR in healthcare.

A player using the Oculus Rift , a virtual reality headset , and associated controllers to control a game
The heads-up viewscreen of Nintendo's Virtual Boy
An Oculus Quest 2 VR headset
Treadmill hardware with a headset
C-Infinity vr controller with a headset
Gameplay of Job Simulator , a popular VR game, with the player's virtual hands manipulating the environment