Difference between revisions of "Sega VR"

From Sega Retro

(Hardware rewrite)
(→‎Development: big rewrite, individual Categories)
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==Development==
 
==Development==
After a decade of rapid growth and development, the early 1990s saw computer graphics reach a stage in which large numbers of 3D polygons could be rendered on a screen in real-time. As these 3D "virtual worlds" expanded, so did the desire to create technology which could experience engaging with them first hand; so-called "virtual reality". While the term can be dated back to 1958, prior attempts at inserting the user into a virtual world were purely mechanical and far more primitive.
+
===Beginnings===
 +
After a decade of rapid growth and development, the early 1990s saw computer graphics reach a stage in which large numbers of 3D polygons could be displayed in real-time. As these virtual worlds expanded, so did the desire to engage with them firsthand. Virtual reality was seen as the next step forward following the move to 3D graphics and gameplay, but numerous factors slowed the process. Chief among these was the prohibitively-high cost of the hardware required to render a believable virtual scene, and the difficulties involved with developing the controllers and interfaces for interacting with the virtual world. As research and development costs rose, the virtual reality bubble burst, and the companies which invested were forced to cut their losses. Virtual reality in the home would be considered unfeasible for nearly two decades before another meaningful push in this area was made.
  
From a early 90s video game perspective, virtual reality was seen by many as the next step forward following the move into 3D graphics and gameplay, however numerous economical factors slowed the process, namely the equipment to render a believable 3D scene was very expensive, and means to interact with the virtual world had not yet been explored. As research and development costs rose, the virtual reality bubble burst, and the companies which invested were forced to cut their losses.
+
===[[Summer CES 1993]]===
 +
Sega VR was revealed to the public at [[Summer CES 1993]] with a proposed price tag of $200{{magref|sfm|1|6}} (£130). It was originally scheduled to launch in December 1993, followed by a United Kingdom launch in 1994.{{magref|cvg|141|15}} Four games were in development for the system, each using 16Mb cartridges: ''[[Nuclear Rush]]'' (the pack-in game), ''[[Iron Hammer]]'', ''[[Matrix Runner]]'' and ''[[Outlaw Racing]]''. Reports also suggest a port of the hit arcade racer ''[[Virtua Racing]]'' was once planned for the system.{{fileref|EGM US PreviewGuide 1993.pdf|page=5}}
  
In the end, virtual reality in the home was considered unfeasible, and it would be the best part of two decades before another meaningful push in this area was made.
+
The Summer CES showing was very understated, with screenings of a "ropey" prototype only occuring behind closed doors.{{magref|sfm|2|9}} United Kingdom journalists were turned away as the system was not set for release in that region until at least the fourth quarter of 1994.{{magref|sfm|2|9}} Reportedly Sega had issues converting the device to work on PAL [[Sega Mega Drive|Mega Drives]].{{magref|mz|33|11}}
  
Both [[Sega]] and rivals [[Nintendo]] had dabbled in various forms of very basic virtual reality during the late 1980s and early 90s - the [[Sega Master System]]'s [[3D Glasses]] and the Nintendo Entertainment System's Power Glove showed promise, but ultimately failed to capture the public's imagination.
+
===Health concerns===
 +
Like with many virtual reality headsets, there were reports of occasional testers developing headaches or motion sickness from prolonged use. Mark Pesce, founder of the company that supplied [[Sega VR]]’s head-tracking sensors, stated the [[wikipedia:Stanford Research Institute|Stanford Research Institute]] warned Sega of the 'hazards' of prolonged use.{{ref|http://www.audioholics.com/news/editorials/warning-3d-video-hazardous-to-your-health}}
  
Sega VR was revealed to the public at [[Summer CES 1993]] with a proposed price tag of around $200{{magref|sfm|1|6}} (£130). It was originally scheduled to launch in December 1993, followed by a UK launch in 1994.{{magref|cvg|141|15}} Four games were supposedly in development for the system, each using 16Mb cartridges that were to be bundled with the headset: ''[[Nuclear Rush]]'', ''[[Iron Hammer]]'', ''[[Matrix Runner]]'' and ''[[Outlaw Racing]]''. Reports also suggest a port of the hit arcade racer ''[[Virtua Racing]]'' was also planned for the system.{{fileref|EGM US PreviewGuide 1993.pdf|page=5}}
+
British newspaper ''The Independent on Sunday'' reported in 1993 that Sega's virtual reality project could cause eye damage, which caught the attention of Sega's lawyers. The newspaper was forced to issue an apology on October 3, stating the headset was still in a prototype stage and not available on the market. Despite the apology, the struggling peripheral had already been associated with negative press.{{magref|edge|3|13}}
  
But the Summer CES showing was very low key, with screenings of a "ropey" prototype only occuring behind closed doors.{{magref|sfm|2|9}} UK journalists were turned away as the system was not set for release in that region until at least the fourth quarter of 1994{{magref|sfm|2|9}}, however as it transpired, the US release would miss its Christmas 1993 launch window and be delayed until to August 1994{{magref|segamaguk|3|11}}.
+
===Technical issues===
  
Reportedly Sega had issues converting the device to work on PAL machines{{magref|mz|33|11}}, so the assumption was always that European and Australian releases would arrive some time after its US debut.
 
  
''The Independent on Sunday'' reported in 1993 that Sega's VR project could cause eye damage, which caught the attention of Sega's lawyers. The newspaper issued an apology on 3rd October, as the Sega VR was still in a prototype stage and not available on the market.{{magref|edge|3|13}} There have also been reports of testers developing headaches and motion sickness. [[Mark Pesce]] (the technology used in Sega VR is based on a Patent, which was licensed to [[Sega]], for a ''Sourceless Orientation Sensor''{{fileref|Patent US5526022.pdf|page=1}} invented by '''''Ono-Sendai Corporation''''', a first-generation virtual reality startup, founded in 1991 by [[Mark Pesce]], with the aim to create inexpensive, home-based networked VR systems, which back then  could cost over a quarter million dollars{{ref|https://medium.com/ghvr/tc-shanghai-2016-8ad6c097262d}}), who worked on the Sega VR project, claimed the Stanford Research Institute warned Sega of the 'hazards' of prolonged use.{{ref|http://www.audioholics.com/news/editorials/warning-3d-video-hazardous-to-your-health}}
+
===Cancellation===
 +
The United States release would miss its Christmas 1993 launch window and be delayed until August of 1994.{{magref|segamaguk|3|11}} Promotional coverage slowed, and after its initial buzz died off, Sega VR was removed from its release schedule in late 1994.
  
After its initial buzz, the Sega VR system was pulled from the schedules in 1994 and has not been seen since. Sega has claimed the project was stopped because, as the VR was so "real", users would try to move while wearing the headset and injure themselves, however the limited processing power of the system makes this claim less likely. In an October 1994 interview with [[Tom Kalinske]], it was claimed a VR headset was still in the works, but that the Sega VR shown at Summer CES "didn't deliver the VR experience"{{magref|egm|65|193}}. Sega of America were confident they would be able to produce something for less than $225 USD for the [[Sega 32X]] or [[Sega Saturn]]{{magref|egm|65|193}}, but neither materialised (though by late 1996 the company was still suggesting a VR headset was in development, just that "it may be a long way off"{{magref|gamepro|98|24}}).
+
Sega has claimed the project was cancelled because Sega VR was so realistic it might cause users to injure themselves from excessive movement. However, developers for the hardware have stated that the [[Sega Mega Drive]] hardware’s limited framerates and lack of anti-motion sickness technologies were likely the culprit.
 +
 
 +
In an October 1994 interview with [[Tom Kalinske]], it was claimed some form of virtual reality headset was still in the works, but that the implimentation shown at [[Summer CES 1993]] "didn't deliver the VR experience".{{magref|egm|65|193}} [[Sega of America]] was confident it would be able to produce a [[Sega 32X]]-based or [[Sega Saturn]]-based headset for less than $225 USD.{{magref|egm|65|193}} However, neither materialised (though by late 1996 the company was still suggesting a VR headset was in development, just that "it may be a long way off".){{magref|gamepro|98|24}}
  
 
==Legacy==
 
==Legacy==

Revision as of 00:38, 26 April 2021

Segavr physical01.jpg
Sega VR
Manufacturer: Sega

Sega VR is an unreleased Sega Mega Drive virtual reality peripheral developed by Sega. Announced in 1991, it languished in development for years, and was quietly cancelled around late 1994.[1]

The hardware is unrelated to the similarly-named VR-1.

Hardware

Sega VR is a Sega Mega Drive peripheral based on an IDEO virtual reality headset with LCD screens in the visor. Inertial sensors allowed the headset to track and react to head movements - one of the first headsets to do so. Unlike other headsets of the time, the Sega VR was designed to be lightweight, and not hurt after prolonged wear.

The inertial sensors monitors head movements at a rate of 100 Hz (100 times per second). This ensures that visuals update rapidly and in sync with the player's head movements. It also uses stereoscopic 3D technology to add three-dimensional depth to the visuals, and built-in stereo headphones to further enhance the virtual-reality experience.

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[2]

History

Sega VR was featured in the 1995 movie Clockers (with a fictional game called "Gangsta"), and can be seen in a 1992 American Alpha-Bits cereal commercial.

Development

Beginnings

After a decade of rapid growth and development, the early 1990s saw computer graphics reach a stage in which large numbers of 3D polygons could be displayed in real-time. As these virtual worlds expanded, so did the desire to engage with them firsthand. Virtual reality was seen as the next step forward following the move to 3D graphics and gameplay, but numerous factors slowed the process. Chief among these was the prohibitively-high cost of the hardware required to render a believable virtual scene, and the difficulties involved with developing the controllers and interfaces for interacting with the virtual world. As research and development costs rose, the virtual reality bubble burst, and the companies which invested were forced to cut their losses. Virtual reality in the home would be considered unfeasible for nearly two decades before another meaningful push in this area was made.

Summer CES 1993

Sega VR was revealed to the public at Summer CES 1993 with a proposed price tag of $200

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[3] (£130). It was originally scheduled to launch in December 1993, followed by a United Kingdom launch in 1994.

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[4] Four games were in development for the system, each using 16Mb cartridges: Nuclear Rush (the pack-in game), Iron Hammer, Matrix Runner and Outlaw Racing. Reports also suggest a port of the hit arcade racer Virtua Racing was once planned for the system.[5] The Summer CES showing was very understated, with screenings of a "ropey" prototype only occuring behind closed doors.

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[6] United Kingdom journalists were turned away as the system was not set for release in that region until at least the fourth quarter of 1994.

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[6] Reportedly Sega had issues converting the device to work on PAL Mega Drives.

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[7]

Health concerns

Like with many virtual reality headsets, there were reports of occasional testers developing headaches or motion sickness from prolonged use. Mark Pesce, founder of the company that supplied Sega VR’s head-tracking sensors, stated the Stanford Research Institute warned Sega of the 'hazards' of prolonged use.[8]

British newspaper The Independent on Sunday reported in 1993 that Sega's virtual reality project could cause eye damage, which caught the attention of Sega's lawyers. The newspaper was forced to issue an apology on October 3, stating the headset was still in a prototype stage and not available on the market. Despite the apology, the struggling peripheral had already been associated with negative press.

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[9]

Technical issues

Cancellation

The United States release would miss its Christmas 1993 launch window and be delayed until August of 1994.

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[7] Promotional coverage slowed, and after its initial buzz died off, Sega VR was removed from its release schedule in late 1994.

Sega has claimed the project was cancelled because Sega VR was so realistic it might cause users to injure themselves from excessive movement. However, developers for the hardware have stated that the Sega Mega Drive hardware’s limited framerates and lack of anti-motion sickness technologies were likely the culprit.

In an October 1994 interview with Tom Kalinske, it was claimed some form of virtual reality headset was still in the works, but that the implimentation shown at Summer CES 1993 "didn't deliver the VR experience".

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[10] Sega of America was confident it would be able to produce a Sega 32X-based or Sega Saturn-based headset for less than $225 USD.

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[10] However, neither materialised (though by late 1996 the company was still suggesting a VR headset was in development, just that "it may be a long way off".)

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[11]

Legacy

At around the same time, Sega of Japan collaborated with United Kingdom-based Virtuality on the critically acclaimed Mega Visor Display, used in the advanced VR-1 attraction at Sega's indoor theme park venues during the mid 1990s.[12]

A similar virtual reality perhipheral for the Sega Saturn was reported on and mentioned, but never seen physically.

Patents

Videos

Photo gallery

1993 Sega Catalog.pdf1993 Sega Catalog.pdf1993 Sega Catalog.pdf

PDF
US trade catalogue
1993 Sega Catalog.pdf

Magazine articles

Main article: Sega VR/Magazine articles.

Interviews

External Links

References


Sega VR
Topics Technical specifications | Magazine articles | Promotional material | Ono-Sendai Corporation
Games Iron Hammer | Matrix Runner | Nuclear Rush | Outlaw Racing
Sega Mega Drive
Topics Technical specifications (Hardware comparison) | History | List of games | Magazine articles | Promotional material | Merchandise | Cartridges | TradeMark Security System
Hardware Japan | North America | Western Europe | Eastern Europe | South America | Asia | South Korea | Australasia | Africa
EZ Games | Genesis 3 | LaserActive | Mega Jet | Mega PC | Mega Play | Mega-Tech System | Nomad | Teradrive | Mega Drive Mini | Mega Drive Mini 2
New Mega Drive | Tianli VCD/DVD Players | "Consoles on a chip" | Licensed clones (Magic 2 | Mega Game II | Power Pegasus | Super Bitman)
Unlicensed clones
Add-ons Game Box | Power Base Converter | Mega-CD | 32X (Mega-CD 32X) | Mega Modem | Demo System DS-16
Cases Sega Genesis Nomad Carrying Case | System Carry Case
Controllers Control Pad | Six Button Control Pad | 6 Button Arcade Pad | Arcade Power Stick 6B | Konami Justifier | MK-1470
Action Chair | Activator | Arcade Power Stick | Keyboard | MegaFire | Mouse | Mega Stick | Menacer | Remote Arcade System | Ten Key Pad | Third Party Controllers
Accessories 4 Way Play | AC adaptor | Cleaning System | Control Pad Extension Cord | Genesis Speakers | Headset | HeartBeat Catalyst | Microphone | Region converter cartridges | Mega Terminal | Nomad PowerBack | RF Unit (Mega Drive 2) | SCART Cable (Mega Drive 2) | Stereo Audio Video Cable | Team Player | Video Monitor Cable | Third-party AC adaptors | Third Party Accessories
Network services Sega Channel | Sega Game Toshokan | Mega Anser | Mega Net | TeleBradesco Residência | XB∀ND
Development tools ERX 308P | ERX 318P | Sprobe | SNASM68K | SNASM2 (Mega Drive) | SNASM2 (32X) | PSY-Q Development System (Mega Drive) | PSY-Q Development System (32X) | 32X CartDev | Sega Mars Development Aid System | Sega 32X Development Target
Unreleased Edge 16 | Floppy Disk Drive | Mega Play 1010 | Sega VR | Teleplay System | Video Jukebox