Difference between virtual reality and augmented reality

Now that virtual reality headsets are becoming increasingly popular for the video game industry, after years of being relegated to fully business functions, it's time to talk about the two types of realities that exist. We are not talking about metaphysical, existential, or philosophical terrain. We talk about augmented reality and virtual reality, and the difference between them.

If you're even remotely tech-savvy, you probably already know the basic difference and even some of the details, but we're writing this so you can share it with friends and family who don't understand the difference. Now, let's explain clearly and concisely what each one is, why they're being promoted, and their relationship to metaverse projects.

What is virtual reality?

Virtual reality is a concept based on the fact that the user enters a virtual world with the help of headphones that block his vision and hearing, and through images in the helmets and sounds in the headphones, they give the user the sensation of that he has been transported to another world. It doesn't have to be a fantasy place, just a digitally generated space, 360 degrees in all directions, to give the feeling of being somewhere different.

History of Virtual Reality

Virtual reality is a concept that goes back decades, and if we are a bit generous, in 1838 when stereoscopes showed two images taken by two parallel cameras so that when placed in a certain position on a support, it gave the sensation of being in a distant area, usually in forests or at waterfalls, to be sold to city people as the feeling of being in places they have never been.

In 1969, Ivan Sutherland had already begun to take the first steps of virtual reality as envisioned by scientists of the last century. He created a helmet connected to a ceiling-mounted system called the "Sword of Damocles" that allowed the user to view a virtual environment from different angles. The image was simply a wireframe, but the possibilities of showing the user a virtual world were already evident.

In 1985, NASA developed motorcycle helmets with virtual reality capabilities, intending them to be used to control robotic vehicles. Their vision was that virtual reality would become a kind of virtual workstation and a three-dimensional data space.

A game developer named Jaron Lanier had invested a lot of money founding VPL (Virtual Programming Languages). With that company, he released virtual reality products like the DataGlove and the EYEphone. the company produced small virtual worlds, but peripherals then cost $8.000 and required a PC that once cost $200.000.

When VPL's computers were powerful enough for this, they created full-body tracking suits to display the movements of the avatars. Users were strapped into bracelets and anklets so their movements could be tracked and reflected in programs.

Reality has been driven by video games

In the 90s, Nintendo and Sega explored the possibilities of consumer-facing virtual reality. Sega's project was ultimately canceled. Nintendo's Virtual Boy could hardly be called virtual reality , as it didn't track user head movements and simply used two projectors to display images on a screen in front of each user's eye.

valve index virtual reality

In 1991, Dr. Jonathan Waldern had some success with his Virtuality multiplayer arcade system. It was a system where players could shoot each other in an arena to simulate a boxing match. It managed to stay in the market for most of the 1990s thanks to novelties and an arcade scene, which then provided an opportunity for millions of people to experience experiences that they couldn't replicate at home due to the lower power of the machines. consoles, or the large peripherals or complicated assemblies that were used in one or two games.

On the subject of arcade games, the arcade versions of Beach Head 2000, Beach Head 2002 and Beach Head Desert War, which were PC ports, stood out as precursors of the Virtual Reality idea. They were developed by a Virtual Reality game development company.

In the case of home use, the Oculus Quest, HTC Vive , and Valve Index demonstrated how Virtual Reality could reach gamers' homes. One of the biggest bets on this was PlayStation VR, which required a PS4 console and separate headsets for a price close to €800, as an accessible version of Virtual Reality. Meanwhile, Microsoft announced what was then called Project Scorpio, which months later would be known as the Xbox One X, but it never had any Virtual Reality games or accessories.

Today, virtual reality video games are seen as the logical next generation for new experiences. However, they require high-end equipment to deliver two high-quality image streams at a sufficient frame rate, in addition to the VR headset itself and enough space to avoid collisions with objects in the " real world ." This is why, outside of the upper classes, virtual reality remains available only at consumer trade shows and entertainment centers as specialized recreational spaces.

Uses of Virtual Reality outside of video games

One successful application was in training simulations to replace on-the-job learning, where mistakes can otherwise be dangerous or prohibitively expensive. They have been used for training in surgery, and have also been tried in virtual reality immersion therapies with experiences designed to help users overcome their fear of flying through 3D virtual modeling.

Virtual Reality problems to reach the mass market

Since the eighties, it has been said that once costs are lowered, it becomes more intuitive and there is software for it, among other factors, Virtual Reality will be widely adopted. but there are many factors that perhaps Virtual Reality will never be able to overcome and will always remain something more of a luxury than a hobby.

Oculus Rift scaled

What is augmented reality?

Augmented Reality is when software, be it an application or a game, takes images of real life and performs processes and tasks so that, based on factors, such as the position using GPS, a reference, or more elements, it shows added elements. through the screen. A well-known example that you have surely used is Pokémon Go, which put the Augmented Reality concept in the hands of millions.

What was the first augmented reality game?

When Pokémon GO arrived, many people were experiencing Augmented Reality for the first time, even though Niantic had repurposed all the advancements they made with the game Ingress . Thanks to its success, the Invizimals account made it clear that they were at least ahead of the curve in terms of Augmented Reality, as they were already using it on the PSP, employing a card with a pattern that the game recognized as a reference for distance and relative tilt, given the PSP's limitations.

Pokemon Go Sinnoh

While it's difficult to define, as it could be a strange Japanese game that didn't come out on consoles, it's safe to say that Pokémon Go isn't the first Augmented Reality game , but it is the most popular of all.

Does Mixed Reality exist?

With the announcement of the Apple Vision Pro, the term "mixed reality glasses" has become more common. This is a way of saying " virtual and augmented reality glasses ," which is what they actually are. The Apple Vision Pro functions as both virtual reality and augmented reality glasses.

However, the concept of "Mixed Reality" doesn't exist because Virtual Reality and Augmented Reality are mutually exclusive. VR involves isolating the user and showing them a different world , while AR involves providing a view of the user's surroundings and placing additional virtual elements on the screen or within the user's field of vision for the purpose of experiences or games.

It is possible that, with technological advances, the so-called Mixed Reality can be achieved. but for now, it is only a way of cutting words when referring to the operation of the Apple Vision Pro.

What do Augmented Reality and Virtual Reality have to do with the metaverse?

Because there's so much interest in being among the first to embrace future technology and reap significant benefits, the use of Augmented and Virtual Reality in the Metaverse has been promoted. Of course, as we explained in our article on metaverses , not all metaverses need to use Virtual Reality. Furthermore, there isn't just one type of metaverse; they are simply social hubs with activities and more. Metaverse concepts already exist in current MMORPGs like World of Warcraft, social simulators like Second Life, and even in games where we have a virtual profile, such as Grand Theft Auto Online.

The idea of ​​metaverses using Virtual Reality is strongly supported by Meta, the developers of the Meta Quest VR headset, which aims to be an accessible option within a prohibitively expensive format . Their Horizon Worlds metaverse is presented as a social hub largely supported by Virtual Reality. However, VR Chat has already demonstrated that Virtual Reality is not essential for metaverses.

What do Virtual Reality and Augmented Reality have to do with NFTs?

In the case of Virtual Reality, NFTs were closely tied to it by the metaverses, who insisted on buying, selling, and renting virtual properties from metaverse virtual spaces in the form of NFTs. There have been numerous promises regarding the use of NFTs in VR metaverses, some of them with more success. But this is talking more about metaverses than about Virtual Reality.

nike shoes nft metaverse metaversos nfts

Regarding Augmented Reality, it has had a lot of interest from NFT firms. Many of his ideas were based on being able to buy digital clothes and accessories that can be seen through Augmented Reality glasses, and that could be limited clothes that you could trade. This idea would be supported by Augmented Reality applications. But for that they would have to have a community that invests heavily in it, and have the tracking and detection technology advanced enough, and that those applications are constantly being used by enough users for those NFTs in Augmented Reality apps to have an effect.

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