Pending story to connect the dots, stay tuned during October 2021.
I strongly suggest that you scroll first all the way down to the pictures to read my story of how 3D started off for me personally. Then, once you are done with the "Eye Candy", head back up to the story below to read some revealing and possibly never-before-heard-of concepts and rants regarding Virtual Reality (VR) and how we ended up where we are now, and where to go from thereon after. The future is "VRight" as in Bright!
Why didn't Virtual Reality kick off as we hoped/expected in the early 90's?
After thinking back and living in those days at the age of 15 years and beyond, I do suspect something happend to VR development and it is not of the reasons we all thought of, which is useally one of these options of why it failed:
1: Public lost interrest in the technology.
2: The technology was not ready or sustainable to be mass-developed in factories.
3: The few machines made where bat-shit expensive and there was not enough money to invest in it further.
Let's be honest to ourselves, take a god damn look at these 3 points. You have probably read or heard it all before, but have you ever answered these questions of how these reasons caused VR to eventually die towards end of the 90's, after giving us 10 years of promises?
I have, and have some very new theories and explanations below. My answers to the 3 points are:
1: The public never lost interrest in this technology, we all wanted it. Nobody got tired of it, since you didn't give us time to adapt to it, or even get our hands on cheap prototypes. So, this kind of statement are created and invented by the very same people who wanted to suppress the technology.
2: The technology was in early stages yes, but that it could not be mass produced and become sustainable is a complete joke! Look at the sales of VCR and Boomboxes at the same time period and back a decade before that. That business grew fast and hard. There where massive production and techniques to manufacture them cheaper and faster, naturally factory robots can help in these situations. Production on mass scale was HIGHLY available in the early 90's. Pretty much anything electronics could be made fast, cheap and yet keep a very good quality. Personal headsets (which would not contain the computer hardware) are just plastic and lenses, all available in mass scale decades before early 90's already!
3: Yes, it take guts to create a couple of Arcade-sized VR headset and consoles, but that isn't any excuse to create them, market them and know how to proceed from those into a sustainable production flow of personal headset, keeping those Arcade monsters in the Arcade where all the other already manufactured millions of Arcade Cabinets was already present (these too took money to produce, but that was the business that time, regarding computer, games and hardware those days where golden age and anybody would invest in the technology and buy it too - they all got payed big bucks for decades by US, the users!)
So, based on the those standard statements created back in the 90's why Virtual Reailty failed, its very easy to see that money, production, parts where easily accessible, as well as the public belief wanting to spend that kind of money on a half-finished, or even finished product ANY DAY of the WEEK through 1990 > 1997.
Claims were made about the performance and tracking of headset and player
Naturally, we are back in 1990, so computing power and graphics performance would ONLY be lower because we compare it of todays technology. That is utterly wrong and we have to remember that Commodore 64, for example, could do quite crazy stuff on a 1MHz computer with 320x200, 16 colors even 10 years before. In 1994, whatever graphics and performance that was available to us, impressed the general public, and it has always been like this. Just compare the oh-so amazing Playstation 1 from 1994 against PlayStation 5 of 2020 and beyond. They both got their "wow, best graphics ever, nothing is never gonna beat it". So, that is all relative to the decade or year one live in.
So, don't tell me that there were NO other CPU and Graphics Chips already in the works or even chips that companies where working on that could be FINETUNED quite easily to meet the demand of virtual reality graphics to quickly evolve that much faster. The 80-90s where at ALL TIME high regarding computer chips, graphic chips and even other medical, military and research projects that had technology we would only hear or see many years later. So, indeed the chips and performance was all there, but somebody did not want the VR technology out in the open. Why?
So, what about lenses or the display device in a VR headset then? For sure lens technology in the 90's where old news, so ANY lens could be made easily, so that is not even something to discuss, it was NO PROBLEM to get good lenses as well as the display or even CRT device to show the graphics. There were mini CRT TV's created 10-20 years before that, even home camera's for the general public had their own viewfinders in both color for years already. And yes, we used to stick our eye into a 3-10cm long capsule and it would fill our ENTIRE eye view, encapsulated inside a black compartment. It was CRISP as HELL!
The last bit of technology needed was of course trackers, IR and any other way of "knowing" where the player moved, as well as Gyroscope technology to keep track of everything feeding it back into the main computer, which in turn would update the graphics. All of that technology existed in some form, in the 90's all of those trackers where available in some form that could have been easily be adopted from military technology, medical technology, maritime technology, rocket technology, aviation technology and so fourth. Don't fool us with that "amazing" gyroscope technology that exists in Smart Phones today as it almost believed to be invented ONLY when Smart Phones first started to be available 1+ decade ago. Gyroscope are several 100 years old concept for christ sakes - as an direct example :-)
So, who supressed the VR development during the 90's?
If you read everything above, you can see that technology, manufacturing, money or general interrest was NOT the key reason why it just suddenly dropped in popularity or had its development stopped (or manipulated) for some reason.
As you may see, I had mentioned several BIG BUCKS industries in my story above, like military, medical, maritime, space related technology and aviation related technology. Only 1 of these has the direct capability to influence the goverment and key people in the law and order which is the MILITARY, but also combined with groups from the Space technology department. Well, naturally, not directly these two groups of industrial based companies, but rather third-party inventors and researchers that ONLY report back to Military and Space related firms. They call it compartilization.
You see the Military and Space related industries are the most suspectable for aquiring Virtual Reality technology and supress it, as it directly involves in the research into world control and "be a step ahead of that other nation at all cost". The VR technology can be further developed and finetuned to create advanced technology that can be used for Defense, direct War Tactics but also to keep a "lid" on the planet and be sure to protect ourselves from Space Wars eventualities. You could call it "Star Wars", but we're not quite there yet :-)
The VR technology would be highly benefictional to personell training for not just ground wars, but also into aviation simulator war related matters, bombing etc yes, the Drone technology only "came" out to us after Military ended their research and "left the scraps" for the good people in the streets to play around with.
We can also see the same thing happening RIGHT NOW with the current boost in VR headsets that have been released during the past 5-6 years already. It means that the Miilitary and Space related companies already are "done" with their version of it, leaving us with the "safe" and "left the scraps" again to the general public to play around with. You can see stories years ago how the Military suddenly revealed that they had used that technology (or even said they started now) for training. Haha, laughable, you got it all ways back in the early 90's and naturally experimented even before that with headsets and simulations. You see, it just fit the story that the Military "adopted" the popular VR technology as it was something they did "after" us. Yeah, right. And carrots are blue, are they not?.
You have to be aware that all of this is quite understandable, as the Military and Space, Aviation, but also Maritime have a common goal, and that is to be "one step ahead", so its natural that they would aquire amazing technology that are invented on the streets, capture it, nurture it, grow it, develop it until they are themselves happy. But, they do also the good thing, let US THE PEOPLE enjoy the fruits of their hard work of "getting there".
So, there you have it. Remember the Military didn't "steal" something from us, they just borrowed it for a couple of years and created a "serious" and "playful" version of the same thing. I'm sure you thought I would go completely bonkers and get into an Alex Jones mode, but I did not. You have to remember that a lot of technology used in other areas are often developed in a different setting, then adjusted to fit another area due to the genious of humans really.
So, whatever they did back in the 90's to "kill" off the Virtual Reality craze was to limit the stories written, either financially disrupt the technology by direct or indirect sabotage even (sounds crazy, but shit like this do happen). They (3rd party-actors not publicly or directly linked to Miitary or Space) could also "invest" in buying up technology and parts from smaller VR related companies to give a false impression of "deals being made" all in public. Only to months later either just fade away, or a sudden change in management causing the technology and assets to "get buried and lost" like if it was a natural thing that occured. Mix some lawyers onto the entire ordeal, and we're all done with that as far as the public is concerned.
So, naturally by doing only small things over a period of years in a very controlled matter, the public would eventually "see" less development and stories written, and as predictable as we all are, forget everything about it and get hypnotized by other non-related stories or technology. I'm pretty sure you understand that side of yourselves and the general public how these things turn out.
So, bottom line is that they can control such things, and naturally is most cases nothing that was done was directly illegal really, as the things that was done happened in such a controlled and slow manner, that by preditable human nature we just allow it to happen. "They" would know, as it's been done before, you know :-)
It should be noted that everything above is my interpretation only of "how" it could had happen and I can confirm I have no direct input from anybody or anything for that matter, this is pure mind creativity just looking at this VR situation from the 90's the way that I see it. It may be not true, partly true or absolutely very close to the truth. It's up to you how much you want to swallow of my story, but I guess that you got something to wonder about - which right about now is most likely 100% true, no? :-)
Now, back to that Trillion Dollar Belief I have!
Content pending, stay tuned.
Related information - pending:
Some of the story will indirectly point to the most known Amiga Game Developing Houses of the 90's, such as (year in brackets indicate founding date):
Accolade (1984), Activision (1979), Argonaut Software (1982), Bitmap Brothers (1987), Bullfrog Entertainment (1987), Core Design Ltd. (1988), Cryo Interactive (1992), Delphine Software International (1988), Digital Illusions CE (1988), Digital Image Design (1989), Eidos Interactive (1990), Electronic Arts, Inc. (1982), ERE Informatique (1981), Factor 5, LLC. (1987), Firebird (1984), Graftgold (1983), Gremlin Graphics Software Ltd. (1984), Hewson Consultants (1982), Housemarque (1995), Image Works (1988), Interplay Productions Inc. (1983), KAIKO (1990), Kingsoft (1983), Loriciel (1983), Microdeal Electronic Publishing (198?), MicroProse Software Inc. (1982), Mirrorsoft (1983), Ocean Software (1984), Psygnosis (1984), Rainbird (1986), Rainbow Arts (1986), Reflections (1989), reLINE Software (1987), Spectrum Holobyte (1983), Team 17 Software Ltd. (1990), Thalamus Ltd. (1986), Titus Software (1985), Ubisoft Entertainment (1986) and U.S.Gold (1984)