Virtual reality
The 1990s saw the first widespread commercial releases of consumer headsets. In 1991, Sega announced the Sega VR headset for arcade games and the Mega Drive console. It used LCD screens in the visor, stereo headphones, and inertial sensors that allowed the system to track and react to the movements of the user's head. In the same year, Virtuality launched and went on to become the first mass-produced, networked, multiplayer VR entertainment system. It was released in many countries, including a dedicated VR arcade at Embarcadero Center in San Francisco. Costing up to $73,000 per multi-pod Virtuality system, they featured headsets and exoskeleton gloves that gave one of the first "immersive" VR experiences. "Computer Gaming World" predicted "Affordable VR by 1994".
Palmer Luckey
Luckey developed a series of prototypes exploring features like 3D stereoscopy, wireless, and extreme 270-degree field-of-view, while also decreasing size and weight of his systems. He shared regular updates on his progress on MTBS3D, a forum frequented by a small number of virtual reality enthusiasts. His 6th-generation unit was named the "Rift", intended to be sold as a do-it-yourself kit on Kickstarter crowdfunding Web site to fellow enthusiasts. He first started Oculus VR in order to facilitate the official launch of the Kickstarter campaign.
John Carmack of id Software, a notable game developer famous for his work on the Doom and Quake videogame series, requested a prototype headset and used it to demonstrate a modified version of id Software's "" on the device at the Electronic Entertainment Expo 2012. With the resulting attention of thousands of people suddenly drawn to the Rift, Luckey dropped out of university to focus on it full-time.