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HTC's Vive is a comprehensive package that includes a headset, two motion controllers, and two base stations for defining a "whole-room" VR area. It's technically impressive, and can track your movements in a 10-foot cube instead of just from your seat. It also includes a set of motion controllers more advanced than the PlayStation Move. PC-tethered VR systems like the Vive need plenty of power, with HTC recommending at least an Intel Core i5-4590 CPU and a GeForce GTX 970 GPU.
Virtual reality, or VR, is a technology that lets you figuratively step inside a computer-generated 3D world. You can explore and sometimes even manipulate objects in that world. Imagine virtually stepping inside a video game, where the game world feels as real as the non-game world. In fact, video games are one of the most exciting and engaging ways to enjoy VR today. https://www.youtube.com/watch?v=BpPcm3qze5I&t=1s
In 2014, Sony announced Project Morpheus (its code name for the PlayStation VR), a virtual reality headset for the PlayStation 4 video game console.[37] In 2015, Google announced Cardboard, a do-it-yourself stereoscopic viewer: the user places their smartphone in the cardboard holder, which they wear on their head. Michael Naimark was appointed Google's first-ever 'resident artist' in their new VR division. The Kickstarter campaign for Gloveone, a pair of gloves providing motion tracking and haptic feedback, was successfully funded, with over $150,000 in contributions.[38] Also in 2015, Razer unveiled its open source project OSVR. https://www.youtube.com/watch?v=9Lv3bUU4k_w&t=1s
But the competition is closer than ever. Vive is also excellent (and still offers the best room scale), while the Sony PlayStation VR is a big seller thanks to its significantly lower price and the ubiquity of PlayStation 4 consoles ready to run it. There are now better standalone VR headsets too if you want a hassle-free route to the immersive realms.
All this sounds fantastic and amazing, which it is, but it comes with its fair share of challenges when creating this content. Before I jump into those, take a look at the final product I created for the client, so you have a better understanding of what I’m talking about as I go (Note: For best experience, view on phone or tablet. If you’re on a computer, you can still view it just fine, just click and drag around the screen to change your view): https://www.youtube.com/watch?v=LEIg0xceJE4&t=1s
In 2010, Palmer Luckey designed the first prototype of the Oculus Rift. This prototype, built on a shell of another virtual reality headset, was only capable of rotational tracking. However, it boasted a 90-degree field of vision that was previously unseen in the consumer market at the time. Distortion issues arising from the lens used to create the field of vision were corrected for by software written by John Carmack for a version of Doom 3. This initial design would later serve as a basis from which the later designs came.[25] In 2012, the Rift is presented for the first time at the E3 gaming trade show by Carmack.[26][27] In 2014, Facebook purchased Oculus VR for what at the time was stated as $2 billion[28] but later revealed that the more accurate figure was $3 billion.[27] This purchase occurred after the first development kits ordered through Oculus' 2012 Kickstarter had shipped in 2013 but before the shipping of their second development kits in 2014.[29] Zenimax, Carmack's former employer, sued Oculus and Facebook for taking company secrets to Facebook;[27] the verdict was in favour of Zenimax, settled out of court later.[30] https://www.aliexpress.com/item/9880-Anti-Police-Anti-Radar-Detector-Touch-Button-Laser-eye-360-degree-detection-Fully-16-bands/32847951694.html
Leap Motion has been around for a while but now it's got a new lease of life as a VR peripheral compatible with both the Rift and HTC Vive. It attaches with an add-on mounted to the front of the headset and adds hand gesture controls to your virtual reality gaming. It's super precise, tracking each finger – the question is, how precise are your dumb human hands? https://www.aliexpress.com/item/Insta360-ONE-4K-360-VR-Video-Action-Camera-Sport-Camera-24MP-Bullet-Time-6-Axis-Gyroscope/32842429079.html
Virtual Reality (VR) is the use of computer technology to create a simulated environment. Unlike traditional user interfaces, VR places the user inside an experience. Instead of viewing a screen in front of them, users are immersed and able to interact with 3D worlds. By simulating as many senses as possible, such as vision, hearing, touch, even smell, the computer is transformed into a gatekeeper to this artificial world. The only limits to near-real VR experiences are the availability of content and cheap computing power. https://www.aliexpress.com/item/Mini-CCD-HD-Night-Vision-360-Degree-Car-Rear-View-Camera-Front-Camera-Front-View-Side/1539864047.html
In 1999, entrepreneur Philip Rosedale formed Linden Lab with an initial focus on the development of VR hardware. In its earliest form, the company struggled to produce a commercial version of "The Rig", which was realized in prototype form as a clunky steel contraption with several computer monitors that users could wear on their shoulders. The concept was later adapted into the personal computer-based, 3D virtual world program Second Life.[23] https://www.aliexpress.com/item/-/32395801665.html
Google and Samsung were the biggest names in mobile VR, with Google Cardboard and the Daydream View, and Samsung's line of Gear VR headsets. They respectively worked with Google's and Samsung's flagship phones, like the Pixel 3 and the Galaxy S9. However, both companies have been very quiet over the last year or so about the category, and we've yet to see a Gear VR headset compatible with the Galaxy S10 series.
We know the world through our senses and perception systems. In school we all learned that we have five senses: taste, touch, smell, sight and hearing. These are however only our most obvious sense organs. The truth is that humans have many more senses than this, such as a sense of balance for example. These other sensory inputs, plus some special processing of sensory information by our brains ensures that we have a rich flow of information from the environment to our minds. https://www.youtube.com/watch?v=VdAkPKKvYl4&t=1s

In 2016, HTC shipped its first units of the HTC Vive SteamVR headset.[40] This marked the first major commercial release of sensor-based tracking, allowing for free movement of users within a defined space.[41] A patent filed by Sony in 2017 showed they were developing a similar location tracking technology to the Vive for PlayStation VR, with the potential for the development of a wireless headset.[42] https://www.youtube.com/watch?v=zm3oZFu3rO4&t=1s
In 2001, SAS Cube (SAS3) became the first PC-based cubic room, developed by Z-A Production (Maurice Benayoun, David Nahon), Barco, and Clarté. It was installed in Laval, France. The SAS3 library gave birth to Virtools VRPack. In 2007, Google introduced Street View, a service that shows panoramic views of an increasing number of worldwide positions such as roads, indoor buildings and rural areas. It also features a stereoscopic 3D mode, introduced in 2010.[24] https://www.youtube.com/watch?v=WfXgKs1daJ4&t=1s
From the different headsets we've tested, the hardware is sound and the setup is simple, but position tracking isn't as accurate as tethered headsets with external sensors or the Rift S' new outward-facing tracking cameras. Also, the Windows Mixed Reality store doesn't have as many compelling VR experiences as the Rift and SteamVR stores, though you can use SteamVR games on Windows Mixed Reality headsets, again with some software wrestling. https://www.aliexpress.com/item/Insta360-Nano-S-4K-20MP-360-VR-Video-Camera-w-Panoramic-Livestream-Video-Chat-MultiView-Free/32850583692.html
In September 2018, Oculus announced the Oculus Quest, the company’s latest stand-alone VR Headset. The Quest uses motion controllers similar to Oculus Touch, has four wide-angle cameras for positional tracking, and sports resolution of 1600×1440 per eye, with option to adjust the lens spacing. The headset launches first half of 2019 and will list for $399.
Modern virtual reality headset displays are based on technology developed for smartphones including: gyroscopes and motion sensors for tracking head, hand, and body positions; small HD screens for stereoscopic displays; and small, lightweight and fast computer processors. These components led to relative affordability for independent VR developers, and lead to the 2012 Oculus Rift Kickstarter offering the first independently developed VR headset.[39] https://www.youtube.com/watch?v=dwHBpykTloY&t=1s
In medicine, simulated VR surgical environments under the supervision of experts can provide effective and repeatable training at a low cost, allowing trainees to recognize and amend errors as they occur.[53] Virtual reality has been used in physical rehabilitation since the 2000s. Despite numerous studies conducted, good quality evidence of its efficacy compared to other rehabilitation methods without sophisticated and expensive equipment is lacking for the treatment of Parkinson's disease.[54] A 2018 review on the effectiveness of mirror therapy by virtual reality and robotics for any type of pathology concluded in a similar way.[55] Another study was conducted that showed the potential for VR to promote mimicry and revealed the difference between neurotypical and autism spectrum disorder individuals in their response to a two-dimensional avatar.[56] https://www.youtube.com/watch?v=FHUErvVAeIw&t=1s
The HTC Vive has been one of the best VR HMDs on the market since its consumer release back in 2016. Manufactured by HTC, the Vive was the first VR HMD to support SteamVR. The Vive has been locked in fierce competition with the Oculus Rift since release, as both headsets aimed at the same top end of the VR enthusiast market. The Vive has proven itself a durable workhorse for enterprise solutions, while also delivering one of the best consumer VR experiences available. The Vive was first released back in 2016, and has gone through several iterations, with the addition of a wireless module. The Vive Pro came out in 2018 and the Vive Pro Eye and the HTC Vive Cosmos are both slated for release in the second half of 2019.
Google keeps taking stabs at Virtual Reality, but the company’s impact has thus far been limited. The lack of a big-time success hasn’t been for lack of trying. Google was there in the earliest days of this current VR cycle with Google Cardboard, a do-it-yourself approach to mobile VR that has become a staple of trade shows — Cardboard was even given out free to New York Times subscribers, bundled with their Sunday paper. Google famously stumbled with Google Glass (itself a Mixed Reality HMD, not VR — more on this below). But Google is not deterred! In 2018, the company launched its Daydream platform and Daydream View HMD.

Augmented reality (AR) is a type of virtual reality technology that blends what the user sees in their real surroundings with digital content generated by computer software. The additional software-generated images with the virtual scene typically enhance how the real surroundings look in some way. AR systems layer virtual information over a camera live feed into a headset or smartglasses or through a mobile device giving the user the ability to view three-dimensional images. https://www.youtube.com/watch?v=JI-ectchft8&t=1s


Virtual Reality’s most immediately-recognizable component is the head-mounted display (HMD). Human beings are visual creatures, and display technology is often the single biggest difference between immersive Virtual Reality systems and traditional user interfaces. For instance, CAVE automatic virtual environments actively display virtual content onto room-sized screens. While they are fun for people in universities and big labs, consumer and industrial wearables are the wild west.
Because of just how expensive it is to invest in high-end VR, companies have worked hard to bring us affordable VR that can run on those handy supercomputers we all carry around in our pockets. Thus, here are the best headsets you can slip your phone into. They're generally wireless and many are under £100, so it's a whole different ball game to the beasts above. Be careful though, certain devices only work with certain phones, so check before putting down any cash. https://www.youtube.com/watch?v=iHBcWHY9lN4&t=1s
By 1994, Sega released the Sega VR-1 motion simulator arcade attraction,[18][19] in SegaWorld amusement arcades. It was able to track head movement and featured 3D polygon graphics in stereoscopic 3D, powered by the Sega Model 1 arcade system board.[20] Apple released QuickTime VR, which, despite using the term "VR", was unable to represent virtual reality, and instead displayed 360 photographic panoramas. https://www.youtube.com/watch?v=huROjodx9Lk&t=1s
Despite being one of the big three in high-end VR, the PS VR is a noticeable step down from the Rift and Vive. It's got a 120Hz refresh rate, which is higher than the others, but it's not as crisp with its 1920 x 1080 resolution, which means things are a little more blurry. Plus, its PS Move controllers feel very long in the tooth; they're repurposed motion controllers from the days when the Nintendo Wii was popular, and feel very outdated when compared to the Rift's Touch controllers. https://www.aliexpress.com/item/-/32827172654.html
Answering “what is virtual reality” in technical terms is straight-forward. Virtual reality is the term used to describe a three-dimensional, computer generated environment which can be explored and interacted with by a person. That person becomes part of this virtual world or is immersed within this environment and whilst there, is able to manipulate objects or perform a series of actions. https://www.youtube.com/watch?v=4sBQM2atjrE&t=1s
Augmented reality (AR) is a type of virtual reality technology that blends what the user sees in their real surroundings with digital content generated by computer software. The additional software-generated images with the virtual scene typically enhance how the real surroundings look in some way. AR systems layer virtual information over a camera live feed into a headset or smartglasses or through a mobile device giving the user the ability to view three-dimensional images. https://www.youtube.com/watch?v=DiBC1oH6gWQ&t=1s
Oculus Rift and HTC Vive are always presented as the top VR headsets on the market but I find it had to find specifically what are the advantages and disadvantages of one over the other... For a gamer which offer the widest selection of game, the best selection of game, the best audio system, the best image quality, the most user-friendly interface etc.... https://www.aliexpress.com/item/Lazy-Mount-Double-V-Clip-Cell-Phones-Holder-Clamp-Flexible-Goose-neck-Black-A273/32664020995.html

There are few worse feelings than putting on a VR headset and having someone else's sweat drip down your face. That's why, if you're likely to be sharing your headset with others, we'd recommend some sort of cover. The company VR Cover does exactly what it suggests, selling covers for the Rift, Vive, Gear VR and Windows Mixed Reality headsets. You can get a couple of machine-washable covers or, if you prefer, some cheaper disposable ones.
Morton Heilig wrote in the 1950s of an "Experience Theatre" that could encompass all the senses in an effective manner, thus drawing the viewer into the onscreen activity. He built a prototype of his vision dubbed the Sensorama in 1962, along with five short films to be displayed in it while engaging multiple senses (sight, sound, smell, and touch). Predating digital computing, the Sensorama was a mechanical device. Heilig also developed what he referred to as the "Telesphere Mask" (patented in 1960). The patent application described the device as "a telescopic television apparatus for individual use...The spectator is given a complete sensation of reality, i.e. moving three dimensional images which may be in colour, with 100% peripheral vision, binaural sound, scents and air breezes."[6] https://www.youtube.com/watch?v=-WibA2c6jMA&t=1s

The Oculus Touch controllers have made a world of difference since their arrival. Compared to the other headsets' controllers, they're our favourite – they conform to your hand and allow for some finger recognition, like a thumbs-up. Not just that, but when it comes to games Oculus has come on leaps and bounds. That's been largely helped by some developer cash injections from Facebook, giving us quality, polished titles like Lone Echo and Robo Recall. Room-scale support has been added too, though you'll need to purchase at least one additional sensor to get it to Vive-level tracking, and even then the Vive tracking experience is a little better in our experience. https://www.youtube.com/watch?v=izRZxhqfk0Y&t=1s
Morton Heilig wrote in the 1950s of an "Experience Theatre" that could encompass all the senses in an effective manner, thus drawing the viewer into the onscreen activity. He built a prototype of his vision dubbed the Sensorama in 1962, along with five short films to be displayed in it while engaging multiple senses (sight, sound, smell, and touch). Predating digital computing, the Sensorama was a mechanical device. Heilig also developed what he referred to as the "Telesphere Mask" (patented in 1960). The patent application described the device as "a telescopic television apparatus for individual use...The spectator is given a complete sensation of reality, i.e. moving three dimensional images which may be in colour, with 100% peripheral vision, binaural sound, scents and air breezes."[6] https://www.youtube.com/watch?v=wczdECcwRw0&t=1s
^ Park, George D.; Allen, R. Wade; Fiorentino, Dary; Rosenthal, Theodore J.; Cook, Marcia L. (5 November 2016). "Simulator Sickness Scores According to Symptom Susceptibility, Age, and Gender for an Older Driver Assessment Study". Proceedings of the Human Factors and Ergonomics Society Annual Meeting. 50 (26): 2702–2706. doi:10.1177/154193120605002607. https://www.youtube.com/channel/UCkV78IABdS4zD1eVgUpCmaw
One place Microsoft has succeeded in how easy it is to set up its WMR headsets. It uses inside-out tracking, so you won't need to go plug in a bunch of sensors to make sure your headset is being seen. These headsets have built-in cameras and sensors that handle all of that. They'll even track the Windows Mixed Reality controllers, which suffer a bit because they rely on the headset being able to see them clearly to properly track. https://www.aliexpress.com/item/Insta360-ONE-X-Sports-Action-Camera-5-7K-Video-VR-360-For-iPhone-and-Android/32944157625.html
Morton Heilig wrote in the 1950s of an "Experience Theatre" that could encompass all the senses in an effective manner, thus drawing the viewer into the onscreen activity. He built a prototype of his vision dubbed the Sensorama in 1962, along with five short films to be displayed in it while engaging multiple senses (sight, sound, smell, and touch). Predating digital computing, the Sensorama was a mechanical device. Heilig also developed what he referred to as the "Telesphere Mask" (patented in 1960). The patent application described the device as "a telescopic television apparatus for individual use...The spectator is given a complete sensation of reality, i.e. moving three dimensional images which may be in colour, with 100% peripheral vision, binaural sound, scents and air breezes."[6]

If you have compatible phones, these headsets offer functional 3DOF VR experiences for just $60 to $130. You slide your phone into one, put it on your head, and start tapping away with the included remote. It's interesting, but underwhelming next to tethered and 6DOF standalone VR experiences. Perhaps we'll see some 6DOF updates, but we aren't counting on it. https://www.youtube.com/watch?v=mkl-8pxN7MU&t=1s


One place Microsoft has succeeded in how easy it is to set up its WMR headsets. It uses inside-out tracking, so you won't need to go plug in a bunch of sensors to make sure your headset is being seen. These headsets have built-in cameras and sensors that handle all of that. They'll even track the Windows Mixed Reality controllers, which suffer a bit because they rely on the headset being able to see them clearly to properly track. https://www.aliexpress.com/item/Insta360-ONE-X-Sports-Action-Camera-5-7K-Video-VR-360-For-iPhone-and-Android/32944157625.html
But the competition is closer than ever. Vive is also excellent (and still offers the best room scale), while the Sony PlayStation VR is a big seller thanks to its significantly lower price and the ubiquity of PlayStation 4 consoles ready to run it. There are now better standalone VR headsets too if you want a hassle-free route to the immersive realms.
In 1999, entrepreneur Philip Rosedale formed Linden Lab with an initial focus on the development of VR hardware. In its earliest form, the company struggled to produce a commercial version of "The Rig", which was realized in prototype form as a clunky steel contraption with several computer monitors that users could wear on their shoulders. The concept was later adapted into the personal computer-based, 3D virtual world program Second Life.[23]
Vive's Tracker might not look like much, but stick it on something and that "thing" becomes a controller. Yes, HTC is redefining how we think of mixed reality with this accessory, and now anyone can buy one. Developers have been busily finding exciting and unique ways to use the Tracker in games, which will require mounts for certain props, like guns and baseball bats. https://www.aliexpress.com/item/Insta360-ONE-X-360-Camera-panoramic-Camera-5-7K-Video-VR-360-For-iPhone-and-Android/32970842572.html
Special input devices are required for interaction with the virtual world. These include the 3D mouse, the wired glove, motion controllers, and optical tracking sensors. Controllers typically use optical tracking systems (primarily infrared cameras) for location and navigation, so that the user can move freely without wiring. Some input devices provide the user with force feedback to the hands or other parts of the body, so that the human being can orientate himself in the three-dimensional world through haptics and sensor technology as a further sensory sensation and carry out realistic simulations. Additional haptic feedback can be obtained from omnidirectional treadmills (with which walking in virtual space is controlled by real walking movements) and vibration gloves and suits. https://www.aliexpress.com/item/HairUGo-Straight-Human-Hair-Bundles-With-Closure-Peruvian-Hair-Bundles-With-360-Lace-Frontal-Closure-Double/32924394427.html
A virtual environment should provide the appropriate responses – in real time- as the person explores their surroundings. The problems arise when there is a delay between the person’s actions and system response or latency which then disrupts their experience. The person becomes aware that they are in an artificial environment and adjusts their behaviour accordingly which results in a stilted, mechanical form of interaction. https://www.youtube.com/watch?v=OCa6_lLUfzw&t=1s

But the competition is closer than ever. Vive is also excellent (and still offers the best room scale), while the Sony PlayStation VR is a big seller thanks to its significantly lower price and the ubiquity of PlayStation 4 consoles ready to run it. There are now better standalone VR headsets too if you want a hassle-free route to the immersive realms. https://www.youtube.com/watch?v=JrAd-c1ZQ6g&t=1s
Tethered headsets like the Oculus Rift S, the HTC Vive, and the PlayStation VR are physically connected to PCs (or in the case of the PS VR, a PlayStation 4). The cable makes them a bit unwieldy, but putting all of the actual video processing in a box you don't need to directly strap to your face means your VR experience can be a lot more complex. The use of a dedicated display in the headset instead of your smartphone drastically improves image fidelity, and either external sensors or outward-facing cameras on the headset provide full 6DOF movement tracking. https://www.aliexpress.com/item/OPQ-PULUZ-For-Go-Pro-Accessories-360-Degree-Backpack-Quick-Release-Hat-Clip-Fast-Clamp-Mount/32971545435.html
Virtual reality (VR) is an experience taking place within simulated and immersive environments that can be similar to or completely different from the real world. Applications of virtual reality can include entertainment (i.e. gaming) and educational purposes (i.e. medical or military training). Other, distinct types of VR style technology include augmented reality and mixed reality. https://www.youtube.com/watch?v=eIho2S0ZahI&t=1s
Windows Mixed Reality is aimed at creating a more affordable version of high-end VR, and many of the headsets are built to run in two modes: one for PCs with dedicated graphics cards and one for PCs with integrated graphics. Many of these headsets start around $300, but at the top of the pile is the Samsung Odyssey. It has built-in spatial headphones from AKG, two 1400 X 1600 AMOLED displays, and a 110-degree field of view. https://www.youtube.com/watch?v=A6Dkt7zyImk&t=1s
While audio-visual information is most easily replicated in Virtual Reality, active research and development efforts are still being conducted into the other senses. Tactile inputs such as omnidirectional treadmills allow users to feel as though they’re actually walking through a simulation, rather than sitting in a chair or on a couch. Haptic technologies, also known as kinesthetic or touch feedback tech, have progressed from simple spinning-weight “rumble” motors to futuristic ultrasound technology. It is now possible to hear and feel true-to-life sensations along with visual VR experiences. https://www.youtube.com/watch?v=m6pWEzkbnDE&t=1s
Bees are, like, super important to how our ecologies work. You probably learned all of this in elementary school, but have you ever seen the process, from beginning to end? The National Honey Board wants to show you, in 360. You'll be a bee flying from flower to flower, then going back into the hive with the queen bee. After that, you'll take a look at how they get the honey out of the honeycombs and onto your table. Warning: Tons of buzzing. https://www.youtube.com/watch?v=RoWTqFtWlK0&t=1s

That same year, Carolina Cruz-Neira, Daniel J. Sandin and Thomas A. DeFanti from the Electronic Visualization Laboratory created the first cubic immersive room, the Cave automatic virtual environment (CAVE). Developed as Cruz-Neira's PhD thesis, it involved a multi-projected environment, similar to the holodeck, allowing people to see their own bodies in relation to others in the room.[13][14] Antonio Medina, a MIT graduate and NASA scientist, designed a virtual reality system to "drive" Mars rovers from Earth in apparent real time despite the substantial delay of Mars-Earth-Mars signals.[15]
Many PlayStation VR games work with the DualShock 4, so you don't even need motion controls. However, those motion controls are where the PlayStation VR lags behind; the headset still uses the PlayStation Move wands from the PlayStation 3 era, and they aren't nearly as capable or comfortable as the Oculus Touch controllers. They're also expensive, and not always included in PlayStation VR bundles. https://www.youtube.com/watch?v=7zwQPJmg-Kg&t=1s
Special input devices are required for interaction with the virtual world. These include the 3D mouse, the wired glove, motion controllers, and optical tracking sensors. Controllers typically use optical tracking systems (primarily infrared cameras) for location and navigation, so that the user can move freely without wiring. Some input devices provide the user with force feedback to the hands or other parts of the body, so that the human being can orientate himself in the three-dimensional world through haptics and sensor technology as a further sensory sensation and carry out realistic simulations. Additional haptic feedback can be obtained from omnidirectional treadmills (with which walking in virtual space is controlled by real walking movements) and vibration gloves and suits. https://www.youtube.com/watch?v=DA91OBKEK4M&t=1s
From the different headsets we've tested, the hardware is sound and the setup is simple, but position tracking isn't as accurate as tethered headsets with external sensors or the Rift S' new outward-facing tracking cameras. Also, the Windows Mixed Reality store doesn't have as many compelling VR experiences as the Rift and SteamVR stores, though you can use SteamVR games on Windows Mixed Reality headsets, again with some software wrestling. https://www.aliexpress.com/item/AMK100S-360-Degree-Video-Camera-All-View-1440P-30FPS-HD-WiFi-Sport-Camera-Sweep-Panoramic-Camera/32689963090.html
HTC's Vive is a comprehensive package that includes a headset, two motion controllers, and two base stations for defining a "whole-room" VR area. It's technically impressive, and can track your movements in a 10-foot cube instead of just from your seat. It also includes a set of motion controllers more advanced than the PlayStation Move. PC-tethered VR systems like the Vive need plenty of power, with HTC recommending at least an Intel Core i5-4590 CPU and a GeForce GTX 970 GPU. https://www.aliexpress.com/item/New-360-Degree-Reflective-Prism-Set-for-Leica-ATR-Total-station-Replaces-MPR122/32918809914.html
Virtual reality is the creation of a virtual environment presented to our senses in such a way that we experience it as if we were really there. It uses a host of technologies to achieve this goal and is a technically complex feat that has to account for our perception and cognition. It has both entertainment and serious uses. The technology is becoming cheaper and more widespread. We can expect to see many more innovative uses for the technology in the future and perhaps a fundamental way in which we communicate and work thanks to the possibilities of virtual reality. https://www.aliexpress.com/item/Andoer-A360II-Handheld-360-VR-Camera-1920-960-30fps-Support-WiFi-Dual-210-HD-Wide-Angle/32854255807.html
The HTC Vive has been one of the best VR HMDs on the market since its consumer release back in 2016. Manufactured by HTC, the Vive was the first VR HMD to support SteamVR. The Vive has been locked in fierce competition with the Oculus Rift since release, as both headsets aimed at the same top end of the VR enthusiast market. The Vive has proven itself a durable workhorse for enterprise solutions, while also delivering one of the best consumer VR experiences available. The Vive was first released back in 2016, and has gone through several iterations, with the addition of a wireless module. The Vive Pro came out in 2018 and the Vive Pro Eye and the HTC Vive Cosmos are both slated for release in the second half of 2019. https://www.youtube.com/watch?v=DlJEt2KU33I&t=1s

Many PlayStation VR games work with the DualShock 4, so you don't even need motion controls. However, those motion controls are where the PlayStation VR lags behind; the headset still uses the PlayStation Move wands from the PlayStation 3 era, and they aren't nearly as capable or comfortable as the Oculus Touch controllers. They're also expensive, and not always included in PlayStation VR bundles.
Nintendo's Labo series of games/arts-and-crafts sets for the Nintendo Switch have interested us since the first Labo Variety Kit came out. You build your own controllers with cardboard and play games using the Switch and motion-sensing Joy-Con controllers. Now Nintendo has returned to VR (a field it hasn't set foot in since the ill-fated Virtual Boy) with its fourth Labo package, the Labo VR Kit. https://www.youtube.com/watch?v=H3UGqoGlmIs&t=1s
Because of just how expensive it is to invest in high-end VR, companies have worked hard to bring us affordable VR that can run on those handy supercomputers we all carry around in our pockets. Thus, here are the best headsets you can slip your phone into. They're generally wireless and many are under £100, so it's a whole different ball game to the beasts above. Be careful though, certain devices only work with certain phones, so check before putting down any cash.
It's also got a bunch of doodads to help you customise your mobile experience. Adjust the lenses all you want, click two buttons to interact with your content; pop out the front window in case you ever need to use it for mixed/augmented reality purposes. Speaking of which, Merge now also sells the AR Merge cube, which lets you put mixed reality experiences in the palm of your hand. https://www.aliexpress.com/item/MCOB-LED-Bulb-E27-E26-High-Bright-Full-Power-Lampada-360-Degree-Angle-Lamparas-4W-6W/32661021352.html
Microsoft has been promoting its partnership with multiple headset manufacturers to produce a series of Windows 10-ready "mixed reality" headsets. The distinction between virtual reality and mixed reality is so far dubious, but it indicates an integration of augmented reality (AR) technology using cameras on the helmet. Acer, Dell, HP, Lenovo, and Samsung are some of Microsoft's partners in this mixed reality program. https://www.youtube.com/watch?v=zrEmwQO4sKs&t=1s
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