Virtual reality
VR is most commonly used in entertainment applications such as gaming and 3D cinema. Consumer virtual reality headsets were first released by video game companies in the early-mid 1990s. Beginning in the 2010s, next-generation commercial tethered headsets were released by Oculus (Rift), HTC (Vive) and Sony (PlayStation VR), setting off a new wave of application development. 3D cinema has been used for sporting events, pornography, fine art, music videos and short films. Since 2015, roller coasters and theme parks have incorporated virtual reality to match visual effects with haptic feedback .
Virtual reality headset
Because virtual reality headsets stretch a single display across a wide field of view (up to 110° for some devices according to manufacturers), the magnification factor makes flaws in display technology much more apparent. One issue is the so-called screen-door effect, where the gaps between rows and columns of pixels become visible, kind of like looking through a screen door. This was especially noticeable in earlier prototypes and development kits, which had lower resolutions than the retail versions.