The screens provide a resolution of 276 horizontal by 376 vertical pixels, with the graininess of the image created being removed using a “spacial convolver”. The inputs to the screens are simply RGB signals created by the graphics boards. This contains a sensor for 3-dimensional head tracking, along with the colour TFT LCD screens which create the stereo image.
“ The key element of the user interface is the visor (or “visette”). That original Virtuality system was released in November 1990: I, like many people then realized VR was going to be huge, and was almost there, and would probably be a couple of years but then we’d all be in virtual reality… we just needed a consumer version. The FOV was a massive 65+ degrees which was significant as it was touted as the beginning threshold for immersive experience. It was amazing playing multi-player Legend Quest where I was a tiny elf and my friend was a giant. It blew my mind (and my young wallet at $1 minute if I recall correctly). The first real taste I had was a touring Virtuality System in a popup shop in Melbourne, Australia. I can’t believe it’s been over 4 years since the DK1 shipped! Will we see a CV2 announced? The first coming of VR… Early 90’s: W Industries – Virtuality System September 2017 Update: With Oculus Connect 4 just around the corner (I can’t wait!), I wanted to re-publish my history of VR and the Oculus Rift that I wrote on reddit back in April 2016as a reminder on how far we’ve come.