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Virtual reality headset

Head-mounted device that provides virtual reality for the wearer

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20 June 2024; An Attendee trys on some 3D goggles day three of Collision 2024 at the Enercare Centre in Toronto, Canada. Photo by Vaughn Ridley/Collision via Sportsfile
Collision Conf · CC BY 2.0

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Through Virtual reality, Augmented reality and Smartphone

VR headsets typically use at least one MEMS IMU for three degrees of freedom (3DOF) motion tracking, and optionally more tracking technology for six degrees of freedom (6DOF) motion tracking. 6DOF devices typically use a sensor fusion algorithm to merge the data from the IMU and any other tracking sources, typically either one or more external sensors, or "inside-out" tracking using outward facing cameras embedded in the headset. The sensor fusion algorithms that are used are often variants of a Kalman filter. VR headsets can support motion controllers, which similarly combine inputs from accelerometers and gyroscopes with the headset's motion tracking system.

Most headsets are reliant on a personal computer to operate. Some "standalone" headsets are based on a mobile operating system and smartphone-like hardware, allowing VR apps to run directly on the device, while also allowing VR applications to be streamed from a PC over a USB or Wi-Fi connection. Virtual reality headsets and viewers have also been designed for smartphones, where the device's screen is viewed through lenses acting as a stereoscope, rather than using dedicated internal displays.

History

VPL Research was a company that made early VR headsets in the 1980s.

The Sega VR was announced in 1991 and seen in early 1993 at the Winter CES. It was never released for consoles, but was utilized for the Sega VR-1 motion simulator arcade attraction in 1994. Another early VR headset, the Forte VFX1, was announced at CES in 1994. The VFX-1 has stereoscopic displays, 3-axis head-tracking, and stereo headphones.

Sony released the Glasstron in 1997, which has an optional positional sensor, allowing the wearer to view the surroundings, with the perspective moving as the user's head moves, giving a deep sense of immersion. These VR headsets gave MechWarrior 2 players a new visual perspective of seeing the battlefield from inside the cockpit of their craft. However, these early headsets failed commercially due to their limited technology, and they were described by John Carmack as like "looking through toilet paper tubes".

In 2012, a crowdfunding campaign began for the Oculus Rift, a virtual reality headset created by Palmer Luckey; the project was promoted by several prominent video game developers, including John Carmack who later became Oculus VR's CTO. In March 2014, the project's parent company Oculus VR was acquired by Facebook for $2 billion. The final consumer-oriented release of Oculus Rift began shipping on 28 March 2016.

In March 2014, Sony demonstrated a prototype headset for PlayStation 4, which was later named PlayStation VR. In 2014, Valve demonstrated some headset prototypes, which led to a partnership with HTC to produce the Vive, which focuses on "room-scale" VR environments that users can naturally navigate within and interact with. The headset uses Valve's "SteamVR" software platform. The Vive was released in April 2016 and PlayStation VR in October 2016. The Playstation VR was succeeded by the Playstation VR 2 in February 2026.

Google released a series of specifications and associated DIY kits for virtual reality viewers known as Google Cardboard; these viewers are capable of being constructed using low-cost materials (and a smartphone with a gyroscope), such as cardboard (hence the naming). Samsung Electronics partnered with Oculus VR to co-develop the Samsung Gear VR (which is only compatible with some Samsung Galaxy devices). LG Electronics developed a headset with dedicated displays for its LG G5 smartphone known as LG 360 VR. In March 2017, Microsoft launched a platform for VR and mixed reality headsets running on Windows 10 known as Windows Mixed Reality, with VR headsets from multiple partners including PC makers Acer, Dell, HP Inc., and Lenovo.

In 2018, Oculus released the Oculus Go, a standalone headset capable of running VR apps on embedded mobile computing hardware, thus not needing a PC or an inserted smartphone to operate. In June 2019, Valve released their own in-house SteamVR headset, the Valve Index. In an October 2019 report, Sony, Meta (Oculus), and HTC were identified by Trend Force as the three largest manufacturers of VR hardware. 2019 saw Meta release the first-generation Oculus Quest, a successor to the Oculus Go concept which supports motion controllers and positional tracking with 6DOF. Subsequent releases of the Quest line included the Quest 2 (September 2020), Quest 3 (October 2023) and Quest 3S(October 2024).

In May 2021 Pico Immersive released the Pico Neo 3, targeting enterprise, commercial, and professional applications. It was succeeded by the Pico 4 in October 2022, and the PICO 4 Ultra in 2024.

In 2023 Bigscreen VR released the Bigscreen Beyond, which was succeeded by the Bigscreen Beyond 2 in March 2025.

Apple released the Vision Pro in February 2024, advertising it as a spatial computer for productivity.

Samsung released the Galaxy XR on in October 2025. It is the first headset to use Googles Android XR Operating system.

In November 2025 Valve announced the Steam Frame, which markets itself as a streaming first headset for VR and non-VR games, with standalone capabilities. It was released in September 2026.

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