In the 1980s, virtual reality (VR) was in its infancy, and the technology was still being developed. The cost of a virtual reality device in 1980 was not affordable for the average consumer, as it was mainly used by researchers and military organizations. However, despite the high cost, the early adopters of VR technology were amazed by the immersive experience it provided. This article will take a retrospective look at the early days of VR technology and how much a virtual reality device cost in 1980. It will also explore the evolution of VR technology and how it has become more accessible to the general public over time. So, let’s take a trip down memory lane and revisit the dawn of virtual reality.
The cost of a virtual reality device in 1980 was quite high, and they were primarily used in research and military applications at the time. The technology was still in its early stages, and the devices were large and bulky, making them difficult to use outside of a lab or military setting. As the technology has advanced, the cost of VR devices has decreased significantly, making them more accessible to consumers. Today, VR technology is used in a wide range of applications, including gaming, education, and therapy.
The Emergence of Virtual Reality: A Brief History
The Birth of VR: The 1950s and 1960s
In the early 1950s, a handful of computer scientists and engineers began experimenting with creating immersive experiences using computers. This research was driven by a desire to explore new ways of displaying information and to create more engaging ways of interacting with computers. Some of the earliest VR devices were created at universities and research institutions, where scientists had access to early computer technology.
One of the first VR systems was the “Sword of Damocles,” developed by Ivan Sutherland in 1968 while he was a student at MIT. The system consisted of a large, heavy head-mounted display that was connected to a computer by a long cable. The display showed a simple, wireframe 3D environment that users could move through by turning their head. The system was crude by today’s standards, but it represented a significant step forward in the development of VR technology.
During the 1960s, researchers continued to refine VR technology and explore new applications for it. In 1965, a group of researchers at the University of Utah developed the “Mirror World” system, which used a head-mounted display to create a virtual environment that users could move through by turning their head. The system also included a device that tracked the user’s head movements and used that information to update the display in real-time.
Other researchers were working on similar systems during this time, and many of them were focused on creating more realistic virtual environments. For example, in 1966, a team of researchers at the University of California, Los Angeles developed a system called “The Space” that used a head-mounted display and motion tracking to create a virtual environment that users could move through and interact with. The system was designed to simulate a variety of environments, including a submarine, a spaceship, and a haunted house.
Despite the progress that was being made in VR research, the technology was still in its infancy and was not yet ready for widespread commercial use. However, the work that was being done in the 1950s and 1960s laid the foundation for the development of modern VR technology, and it would pave the way for the emergence of commercial VR systems in the decades to come.
The VR Boom of the 1980s and 1990s
During the 1980s and 1990s, virtual reality (VR) technology experienced a significant boom in terms of research, development, and commercialization. The decade saw a surge of interest in VR as advancements in computer technology made it possible to create more sophisticated and immersive experiences. The 1980s and 1990s were characterized by the emergence of VR as a viable entertainment and training tool, leading to the creation of numerous VR companies and products.
Some of the key milestones and developments during this period include:
- The introduction of the first consumer VR headset, the VPL VR-1, by Jaron Lanier’s company, VPL Research, in 1987. The VR-1 was a primitive VR headset that used a reflective mirror to create a stereoscopic image, but it marked the beginning of the commercialization of VR technology.
- The release of the film “Lawnmower Man” in 1992, which featured a character using VR technology to gain superhuman abilities. The film helped popularize the concept of VR and fueled interest in the technology among the general public.
- The establishment of VR companies such as Virtuality, VR1, and Sega VR, which produced a range of VR hardware and software products during the 1990s. These companies developed VR systems for entertainment, training, and other applications, but many of them eventually went bankrupt due to high costs and limited market demand.
- The development of VR arcade games, such as “The VR Game” and “VirtuSword,” which offered players the opportunity to experience VR in a gaming context. These games were popular in VR arcades, which were established in cities around the world during the 1990s.
- The introduction of the first VR gloves, which allowed users to interact with virtual objects in a more natural and intuitive way. Companies such as CyberGlove and Virtual I/O developed VR gloves that were used in research and commercial applications.
Despite the enthusiasm and investment in VR during the 1980s and 1990s, the technology remained expensive and limited in its capabilities. The high cost of VR hardware and the lack of compelling content and applications meant that VR failed to achieve widespread adoption during this period. However, the boom of the 1980s and 1990s laid the foundation for the modern VR industry, which has been driven by advances in technology, such as improved computing power, better displays, and sophisticated sensors, as well as the development of new VR platforms and content.
Virtual Reality Devices in the 1980s
Head-Mounted Displays (HMDs)
Head-Mounted Displays (HMDs) were one of the earliest forms of virtual reality devices developed in the 1980s. These devices were designed to create a fully immersive visual experience by projecting a virtual environment directly into the user’s field of vision. The HMDs were worn like a pair of goggles, and they typically consisted of a pair of displays that were placed in front of the user’s eyes, with the images being projected onto them using lenses or mirrors.
The HMDs were initially developed for military and aerospace applications, where they were used for training pilots and soldiers in various scenarios. However, as the technology improved, the HMDs began to be used for entertainment purposes as well.
One of the earliest commercial HMDs was the VPL EyePhone, which was developed by Jaron Lanier and his company, VPL Research. The EyePhone was released in 1983 and was designed to be a high-quality, low-cost alternative to other virtual reality devices of the time. It consisted of two LCD displays that were mounted on a headband, and it was designed to be lightweight and comfortable to wear.
Another early HMD was the ARCALITE, which was developed by a company called LAE Technologies. The ARCALITE was released in 1985 and was designed to be a low-cost virtual reality device that could be used for entertainment and education. It consisted of a pair of LCD displays that were mounted on a headband, and it also had a built-in speaker system for 3D audio.
Overall, the HMDs of the 1980s were some of the earliest and most innovative virtual reality devices ever developed. They were expensive and not widely available, but they laid the groundwork for the development of more advanced VR technologies in the decades to come.
Gloves and Suits
During the 1980s, the development of virtual reality technology was in its infancy, and the devices available were limited in their capabilities. One of the earliest forms of VR technology were gloves and suits, which were designed to provide a more immersive experience for users.
VR gloves were one of the first devices developed for virtual reality experiences. These gloves were typically made of leather or a similar material and were designed to be worn on the hands. They were equipped with sensors that tracked the movement of the fingers and hands, allowing users to interact with virtual objects in a more natural way.
VR suits were another early form of virtual reality technology. These suits were typically made of a lightweight material and were designed to be worn by the user. They were equipped with sensors that tracked the movement of the body, allowing users to move around in a virtual environment. Some suits also included additional features such as gloves and boots, providing a more immersive experience for users.
While these devices were crude by today’s standards, they represented a significant step forward in the development of virtual reality technology. Despite their limitations, they allowed users to experience virtual environments in a way that had never been possible before.
The Rise of VR Arcades
In the early 1980s, virtual reality (VR) technology began to gain popularity in the form of VR arcades. These arcades were specially designed facilities that offered customers the opportunity to experience VR technology in a fully immersive environment.
The VR arcades were typically located in large cities and were often attached to shopping centers or other popular destinations. They offered a variety of VR experiences, ranging from simple games to more complex simulations.
One of the earliest VR arcade games was called “Spacewar,” which was developed by the University of California, Los Angeles (UCLA) in 1973. The game featured two players piloting spaceships in a virtual space, and was considered one of the first examples of VR technology.
Another popular VR arcade game of the time was “Maze Wars,” which was developed by a company called VR-1 in 1982. The game involved navigating a maze in a virtual environment, and was considered one of the first VR games to offer a truly immersive experience.
VR arcades quickly became popular among both young and old, who were eager to experience the cutting-edge technology. However, the high cost of VR hardware and the need for specialized facilities meant that VR arcades were only accessible to a limited number of people.
Despite the challenges, the rise of VR arcades marked an important milestone in the development of VR technology. These early experiences paved the way for the more sophisticated VR systems that we know today, and helped to establish VR as a legitimate and exciting new field of technology.
The Cost of Virtual Reality in the 1980s
Factors Influencing the Cost of VR Devices
In the 1980s, the cost of virtual reality (VR) devices was largely influenced by several factors. These factors include:
- Technological limitations: The technology used in VR devices in the 1980s was limited, and this limited the cost of the devices. The technology was still in its infancy, and there were significant limitations in terms of the resolution, field of view, and refresh rate of the displays. This limited the level of immersion that users could experience, and this, in turn, limited the cost of the devices.
- Availability of components: The availability of components was another factor that influenced the cost of VR devices in the 1980s. The devices relied heavily on the availability of specific components such as displays, sensors, and processors. The availability of these components influenced the cost of the devices as well as their quality.
- Manufacturing costs: The cost of manufacturing VR devices in the 1980s was also a significant factor. The devices were largely manufactured by small companies, and the cost of manufacturing was high. This was due to the complexity of the devices and the limited availability of specialized components.
- Research and development costs: Research and development costs were also a significant factor in the cost of VR devices in the 1980s. The technology was still in its infancy, and significant investment was required to develop the technology further. This investment was reflected in the cost of the devices.
- Market demand: Market demand was another factor that influenced the cost of VR devices in the 1980s. The demand for VR devices was relatively low, and this limited the production volumes. This, in turn, limited the economies of scale, which increased the cost of the devices.
Overall, the cost of VR devices in the 1980s was largely influenced by the factors listed above. These factors, combined with the limited availability of the technology, meant that VR devices were expensive and largely inaccessible to the general public. However, despite the high cost, the devices were still seen as a significant advancement in the field of computer technology, and they laid the foundation for the development of modern VR technology.
Comparison of VR Device Prices in the 1980s
During the 1980s, virtual reality (VR) technology was still in its infancy, and the devices available at the time were relatively expensive. Here’s a closer look at the prices of some of the most popular VR devices from that era:
The VPL EyePhone
The VPL EyePhone, developed by Jaron Lanier, was one of the first VR devices to be commercially available. It was a simple device that used LCD displays to create a virtual environment for the user. In 1980, the EyePhone cost around $40,000, which is equivalent to approximately $116,000 in 2021.
The VR-1, developed by VPL Research, was another early VR device that gained popularity in the 1980s. It used a pair of LCD displays to create a stereoscopic 3D image, and it also included a set of sensors that tracked the user’s head movements. In 1980, the VR-1 cost around $20,000, which is equivalent to approximately $57,000 in 2021.
The Headsight, developed by the United States Air Force, was a VR device that was primarily used for military training. It consisted of a helmet with a set of sensors that tracked the user’s head movements, and it was used to simulate various environments, such as flying aircraft or driving vehicles. In 1980, the Headsight cost around $250,000, which is equivalent to approximately $710,000 in 2021.
As these examples demonstrate, VR devices in the 1980s were expensive and largely out of reach for the average consumer. However, they represented an important step in the development of VR technology, and paved the way for the more affordable and accessible devices that we have today.
How Much Did a Virtual Reality Device Cost in 1980?
The cost of virtual reality devices in 1980 was significantly higher than what one might expect for a new technology today. In fact, the high cost of these devices was a major barrier to entry for many consumers who were interested in experiencing virtual reality.
One of the most popular virtual reality devices of the time was the VR-1, a head-mounted display developed by the VPL Research company. When it was first released in 1980, the VR-1 had a price tag of $30,000, which is equivalent to approximately $95,000 in 2021. This price was largely due to the use of expensive components, such as a high-resolution black and white monitor and a pair of high-quality stereo displays.
While the VR-1 was one of the more affordable virtual reality devices available at the time, it was still far beyond the reach of most consumers. Other virtual reality devices, such as the VR-4, which was developed by the same company, had a price tag of $60,000 in 1980, which is equivalent to approximately $185,000 in 2021.
Despite the high cost of these early virtual reality devices, they were still highly sought after by enthusiasts and researchers who saw the potential of this new technology. However, the cost of these devices was a major factor in limiting their adoption and widespread use.
As the technology continued to evolve over the next decade, the cost of virtual reality devices gradually decreased, making them more accessible to a wider range of consumers. Nevertheless, the early days of virtual reality technology remain a fascinating chapter in the history of this rapidly-evolving field.
The Impact of VR on the Gaming Industry
The Birth of Immersive Gaming
In the early days of VR technology, the gaming industry was one of the first to recognize the potential of immersive gaming experiences. With the development of the first VR headset, gamers were introduced to a new level of immersion that had never been seen before. The ability to fully immerse oneself in a virtual world was a game-changer for the gaming industry, and it paved the way for the development of a whole new genre of games.
One of the earliest and most iconic VR games was called “Virtuality,” which was released in 1987. This game was one of the first to use VR technology to create a fully immersive gaming experience. Players could move around in a virtual environment and interact with objects in real-time, making it feel like they were truly inside the game.
The development of VR technology also allowed for the creation of more realistic and complex games. With the ability to create virtual environments that mimicked the real world, game designers could create more immersive and challenging games that pushed the boundaries of what was possible in the gaming industry.
As VR technology continued to evolve, so did the games that were developed for it. By the early 1990s, VR gaming had become a mainstream phenomenon, with games like “Wolfenstein 3D” and “Doom” becoming some of the most popular games of their time. These games used VR technology to create fully immersive first-person shooter experiences that are still popular today.
Today, VR gaming is a multi-billion dollar industry, with new games and technologies being developed all the time. The birth of immersive gaming was a crucial moment in the history of VR technology, and it paved the way for the development of a whole new genre of games that continues to grow and evolve to this day.
The Evolution of VR Gaming in the 1980s
In the 1980s, the gaming industry underwent a significant transformation with the emergence of virtual reality (VR) technology. As the decade progressed, the industry saw the development of a variety of VR devices, each with its own unique features and capabilities. This section will examine the evolution of VR gaming in the 1980s, including the development of some of the most significant VR devices of the time.
The Magnavox Odyssey
The Magnavox Odyssey, released in 1972, was one of the first VR devices to be marketed to the public. It used a pair of plastic goggles with an attached sensor that tracked the user’s head movements, allowing them to experience a limited form of 3D graphics. While the device was relatively simple by today’s standards, it paved the way for more advanced VR technology in the years to come.
The VR Helmet
The VR Helmet, developed by the University of North Carolina in 1981, was one of the first VR devices to use a high-resolution monitor and stereo sound to create a fully immersive VR experience. The device also featured a pair of goggles that tracked the user’s head movements, allowing them to look around and explore their virtual environment.
The VPL EyePhone, released in 1983, was one of the first VR devices to use a liquid crystal display (LCD) to create a 3D visual experience. The device also featured a pair of goggles that tracked the user’s head movements, allowing them to look around and explore their virtual environment. The EyePhone was used primarily for research and development purposes, but it represented a significant step forward in the evolution of VR technology.
The Virtuality System
The Virtuality System, released in 1984, was one of the first VR devices to be marketed to the general public. The system consisted of a pair of goggles and a set of joysticks, allowing users to experience a variety of VR games and simulations. The system was relatively expensive, costing around $1,000 in today’s currency, but it represented a significant step forward in the development of VR technology.
The Nintendo Virtual Boy
The Nintendo Virtual Boy, released in 1995, was a handheld VR device that used a red and black color scheme to create a 3D visual experience. The device featured a pair of goggles that tracked the user’s head movements, allowing them to look around and explore their virtual environment. While the device was not a commercial success, it represented a significant step forward in the development of VR technology.
In conclusion, the 1980s were a crucial period in the evolution of VR technology, with a variety of devices being developed that laid the groundwork for more advanced VR technology in the years to come. While these devices were relatively expensive and limited in their capabilities, they represented a significant step forward in the development of VR technology and paved the way for more advanced VR devices in the future.
The Future of VR Gaming
As VR technology continues to advance, the future of VR gaming is becoming increasingly exciting. With the potential for truly immersive gaming experiences, VR has the power to revolutionize the way we play games. Here are some of the key trends that are shaping the future of VR gaming:
More Immersive Experiences
One of the key trends in VR gaming is the push for more immersive experiences. This includes the development of more advanced VR hardware, such as haptic feedback suits and advanced headsets, which can provide a more realistic sense of touch and presence in the virtual world.
More Interactive Games
Another trend in VR gaming is the development of more interactive games. This includes games that allow players to interact with the virtual world in new and exciting ways, such as through voice commands or gesture recognition.
More Social Interaction
Finally, there is a growing trend towards more social interaction in VR gaming. This includes the development of multiplayer VR games, which allow players to interact with each other in real-time within the virtual world.
Overall, the future of VR gaming is bright, with new and exciting experiences on the horizon. As VR technology continues to evolve, it is likely that we will see even more innovative and immersive games in the years to come.
The Future of Virtual Reality
Advancements in VR Technology
Despite the relatively high cost of VR devices in 1980, the technology was still in its infancy, and significant advancements were made in the following years. These advancements were driven by improvements in computer processing power, graphics, and display technology.
One of the key advancements in VR technology was the development of more sophisticated head-mounted displays (HMDs). In the early 1990s, researchers at the University of North Carolina developed the first HMD with a liquid crystal display (LCD) screen, which provided a much clearer and more immersive visual experience than the previous analog HMDs. This development was followed by the development of high-resolution LCD screens and lightweight materials, which allowed for more comfortable and immersive VR experiences.
Another significant advancement in VR technology was the development of more sophisticated input devices. In the early days of VR, users typically controlled the experience using a joystick or other analog input device. However, in the 1990s, researchers developed more sophisticated input devices, such as the “Data Glove,” which allowed users to interact with virtual objects using hand gestures. This technology was later improved upon with the development of the “CyberGlove,” which used sensors to track the movement of the fingers and thumb.
In addition to these hardware advancements, software developers also made significant strides in creating more realistic and engaging VR experiences. Early VR software was often limited to simple 3D graphics and pre-scripted movements, but by the late 1990s, developers had created more advanced simulations and interactive environments. For example, in 1994, the game “Mars Rover” was released, which allowed users to control a virtual rover on the surface of Mars and explore the planet’s terrain.
Overall, the advancements in VR technology in the 1990s laid the foundation for the widespread adoption of VR in the following decades. While the cost of VR devices remains a significant barrier to entry for many consumers, ongoing advancements in hardware and software are driving the technology forward and making VR more accessible and immersive than ever before.
As virtual reality technology continues to advance, the future of VR gaming is becoming increasingly exciting. Here are some potential developments to look forward to:
- Improved immersion: As VR technology improves, players can expect to feel more fully immersed in their games. This could include more realistic graphics, better motion tracking, and more intuitive controls.
- More diverse content: As VR technology becomes more accessible, developers will have the opportunity to create a wider range of games and experiences. This could include everything from educational simulations to full-length VR movies.
- Increased social interaction: One of the biggest benefits of VR technology is its potential to bring people together. As VR gaming becomes more popular, players can expect to see more games that focus on social interaction and collaboration.
- Virtual reality esports: As VR gaming becomes more popular, it’s likely that we’ll see the emergence of virtual reality esports. This could include professional leagues, tournaments, and even scholarships for top players.
- Accessibility: VR technology has the potential to make gaming more accessible to people with disabilities. With the ability to create custom controls and experiences, developers can create games that are accessible to players with a wide range of abilities.
Overall, the future of VR gaming is bright. As technology continues to improve, we can expect to see a wide range of new games and experiences that will transport us to new worlds and allow us to connect with others in exciting new ways.
The Future of VR in Other Industries
- VR can be used for pain management and rehabilitation
- Can also be used for surgical planning and training
- VR can be used for immersive learning experiences
- Can enhance visualization and understanding of complex concepts
- VR can be used for gaming and immersive storytelling
- Can provide unique experiences for audiences
- VR can be used for virtual tours and experiences
- Can provide a cost-effective way for people to explore new places
- Real Estate
- VR can be used for virtual property tours
- Can provide a more immersive experience for potential buyers or renters
- VR can be used for design and prototyping
- Can provide a more efficient way to test and iterate on designs
- VR can be used for training and simulation
- Can provide a safe and cost-effective way to train personnel
- VR can be used for building design and visualization
- Can provide a more immersive way for clients to understand and visualize designs.
The Lasting Impact of VR in the 1980s
Despite the high cost of early VR devices, the 1980s marked a pivotal period for the development of virtual reality technology. The decade saw significant advancements in computer hardware and software, making it possible to create more sophisticated and immersive VR experiences. These advancements had a lasting impact on the field of VR, shaping the direction of research and development for years to come.
One of the most significant impacts of VR in the 1980s was the emergence of a new industry. The first VR arcades appeared in the United States, offering customers the chance to experience immersive VR environments for the first time. These arcades were a hit, attracting crowds of people eager to try out the latest VR technology. This led to the development of a new market for VR entertainment, which would continue to grow in the following decades.
Another important impact of VR in the 1980s was the growth of research and development in the field. As VR technology became more accessible, researchers and developers began to explore new applications for the technology. This led to the development of new VR systems and applications, including VR for medical training, education, and rehabilitation. These developments helped to establish VR as a legitimate field of study, paving the way for further advancements in the years to come.
The 1980s also saw the emergence of new VR hardware and software. One of the most notable examples was the release of the first VR head-mounted display (HMD) system, the VPL EyePhone. This device was one of the first HMD systems designed for consumer use, offering a fully immersive VR experience. The EyePhone was a commercial failure, but it paved the way for the development of later HMD systems, such as the Oculus Rift and HTC Vive.
Finally, the 1980s saw the development of new VR software and games. Early VR games, such as the classic game “Maze Wars,” were simple but innovative, offering players the chance to explore virtual environments in a new way. As VR technology improved, so did the complexity and sophistication of VR games, leading to the development of new genres and styles of play.
Overall, the 1980s were a critical period for the development of virtual reality technology. The decade saw the emergence of a new industry, the growth of research and development, the development of new hardware and software, and the creation of new VR games and experiences. These developments had a lasting impact on the field of VR, shaping the direction of research and development for years to come.
The Future of VR: Limitless Possibilities
Virtual reality technology has come a long way since its inception in the 1980s. The future of VR holds limitless possibilities, and its potential applications are only just beginning to be explored. Here are some of the areas where VR is expected to make a significant impact in the coming years:
- Entertainment: VR has already made a significant impact on the entertainment industry, with the rise of VR gaming and immersive movies. With advancements in VR technology, the line between reality and virtual reality is becoming increasingly blurred, allowing for a more engaging and realistic experience for users.
- Education: VR has the potential to revolutionize the way we learn, by providing immersive experiences that can make complex concepts more accessible and engaging. This could include everything from virtual field trips to historical sites, to simulations that allow students to explore different scientific phenomena.
- Healthcare: VR has already been used in healthcare for pain management, exposure therapy, and physical rehabilitation. As VR technology continues to improve, it is likely that we will see even more applications in healthcare, such as training for surgeons, or providing virtual environments for patients with anxiety or depression.
- Real Estate: VR is increasingly being used in the real estate industry to allow potential buyers to take virtual tours of properties before making a purchase. This can save both time and money for buyers, and also provide a more immersive experience than traditional photographs or videos.
- Travel: VR has the potential to revolutionize the travel industry by allowing users to experience different destinations without ever leaving their homes. This could include virtual tours of famous landmarks, or even immersive experiences that allow users to feel like they are actually traveling to different parts of the world.
Overall, the future of VR is exciting and full of possibilities. As technology continues to advance, we can expect to see even more applications for VR in a wide range of industries, and the potential for limitless possibilities is truly exciting.
1. How much did a virtual reality device cost in 1980?
The cost of a virtual reality device in 1980 varied depending on the device’s capabilities and complexity. The earliest VR devices were typically bulky and expensive, with high-end systems costing tens of thousands of dollars. These early systems were often used for research and development purposes rather than consumer use.
2. What was the state of VR technology in 1980?
In 1980, VR technology was still in its infancy. The first VR headset, called the “Sword of Damocles,” was developed in 1968 and was a basic system that used a head-mounted display and sensors to track the user’s head movements. By 1980, more advanced systems had been developed, such as the VPL Model 1, which used a stylus-controlled graphical display and a magnetic tracking system. However, these systems were still relatively expensive and not yet widely available for consumer use.
3. Who was involved in the development of VR technology in 1980?
The development of VR technology in 1980 was led by a small group of researchers and entrepreneurs. One of the most prominent figures in the field was Jaron Lanier, who founded VPL Research in 1980 and developed the VPL Model 1, one of the first commercially available VR systems. Other key figures in the development of VR technology in the 1980s included Thomas A. DeFanti, Bob Arnold, and Ivan Sutherland.
4. What were the limitations of VR technology in 1980?
The limitations of VR technology in 1980 were numerous. The devices were typically bulky and expensive, with limited capabilities and a low resolution. The tracking systems used in these early devices were also prone to errors and inaccuracies, which could lead to a less than optimal VR experience. Additionally, the lack of processing power and memory meant that the systems were limited in terms of the complexity and sophistication of the VR environments they could create.
5. How has VR technology evolved since 1980?
Since 1980, VR technology has come a long way. The earliest VR systems were clunky and expensive, but advancements in processing power, memory, and tracking technology have led to the development of more sophisticated and affordable VR systems. Today’s VR systems are much smaller and lighter, with higher resolution displays and more accurate tracking systems. Additionally, the rise of mobile VR systems, such as Google Cardboard and Samsung Gear VR, has made VR more accessible to the general public.