Graphics and Games

The Development of the First Computer-Based Virtual Reality (VR) System

Follows virtual reality from 1960s head-mounted display experiments through flight simulators to modern headsets, and explains why no one system is the first.

On this page
  1. What makes a VR system computer-based
  2. Head-mounted displays in the 1960s
  3. Flight simulators and the training connection
  4. Labs, gloves and the 1980s
  5. From arcade machines to modern headsets
  6. Putting “first” in perspective

What makes a VR system computer-based

Virtual reality has several ancestors that did not use computers at all, such as stereoscopic viewers and mechanical flight trainers. What separates a computer-based system from these is that a computer generates the picture as the user moves. That requires three things working together: a display that shows each eye its own image, a way to measure where the user’s head is pointing, and a machine fast enough to redraw the scene before the user notices a delay.

Because those three parts were developed by different people for different purposes, the history does not have a single “first” moment. It is better read as a set of overlapping developments. This article follows one thread, from experimental displays in the 1960s to the headsets sold today, and says plainly where credit is shared.

Head-mounted displays in the 1960s

By the early 1960s, engineers had built headsets that showed video from remote cameras. Systems of this kind were used to look at places that were difficult or dangerous to see directly, and the camera moved when the wearer’s head did. They were not computer-generated, but they proved that head-following views were useful.

Around the same time, the computer graphics researcher Ivan Sutherland argued that a computer display could be treated as a window into an imaginary world, one that the user could look around and eventually touch. In the late 1960s, he and his colleagues built a head-mounted display that tracked the wearer’s head position and drew simple wireframe objects from the correct viewpoint. It was very heavy and was supported from the ceiling, which led to a nickname that referred to a hanging sword. The work depended on earlier computer graphics research, which is described in the history of computer graphics, and in particular on the ability to draw three-dimensional shapes quickly from a changing viewpoint.

This display is frequently cited as the first computer-based head-mounted system. That is a fair summary of its importance, but it should be read as “one of the earliest well-documented examples”, because other groups were working on related equipment, often for aircraft and military use, and some of that work was not widely published.

Flight simulators and the training connection

Flight training pushed the same ideas from another direction. Mechanical simulators had been used since the 1920s, and during the following decades they gained instruments, moving platforms and, later, screens. Computers were added to calculate how an aircraft should respond to the controls and to generate the outside view. By the 1970s, computer-generated imagery had been adopted in some commercial and military training devices. Companies that built graphics hardware for research, including Evans & Sutherland, a firm founded by Sutherland and David Evans, supplied systems to simulator makers.

Simulators matter to the VR story because they had to solve the same core problem: updating the view in real time as the user acts. They typically used large screens or projection domes rather than headsets, though research on helmet-mounted displays for pilots followed, and the Air Force and other agencies funded work on head-tracked displays through the 1980s. A good deal of what later became consumer VR therefore descends from training programs where realism was worth paying for.

Labs, gloves and the 1980s

In the 1980s, research groups at NASA and universities assembled VR environments from commercial components: a head-tracked display, a glove that sensed finger movement, and a graphics computer. A company led by Jaron Lanier sold glove and headset products, and the phrase “virtual reality” came into wider use through its publicity. Experiments in the same period covered architecture walkthroughs, molecular modeling and teleoperation of robots.

An important development of the early 1990s was the CAVE, a room-sized setup in which images were projected on walls around the user. It showed that immersion did not depend on a headset alone, and variants are still used in research and design.

From arcade machines to modern headsets

The 1990s saw a first, short-lived round of commercial products. Cost and image quality were limiting factors, and the products drew far less sustained interest than promoters had predicted. Arcade venues and toy companies were the main outlets, and several announced products never reached stores.

The modern revival in the 2010s built on parts developed for other markets: small displays, motion sensors of the kind found in phones, and graphics processors capable of drawing two views at a high rate. The basic design is recognizably the same as the 1960s concept, a tracked display fed by a computer, but the components are small enough to be sold to consumers. Drawing on the older inheritance of head-mounted displays, today’s devices solve the delay problem through faster processors and prediction of head movement, which in earlier systems was a major cause of discomfort.

Putting “first” in perspective

If a reader insists on a single answer, the most defensible one is that the late-1960s tracked, computer-driven head-mounted display was one of the earliest examples of a complete computer-based VR system. If the question is about the first practical or widely used system, flight simulators and laboratory installations of the 1970s and 1980s were more significant. If it is about the first consumer product, the answer lies in the 1990s, with the 2010s for the first widely sold generation.

All of these answers rest on different definitions, and all of them rely on the same underlying ingredients. That, rather than one inventor or one date, is the safest summary.

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