History of Virtual Reality
What Is Virtual Reality?
Virtual reality, often called VR, is technology that places the viewer inside a simulated or captured environment. Instead of simply looking at a flat screen, the viewer can look around, move through a scene, and feel a stronger sense of presence.
Today, virtual reality includes VR headsets, 360° video, 360° 3D VR video, virtual tours, mixed reality, spatial computing, training simulations, gaming, education, real estate tours, tourism experiences and business presentations.
Early Ideas: Before Modern VR
The idea of immersive visual experiences existed long before modern VR headsets. In the 1800s, stereoscopic viewers allowed people to see images with a sense of depth. Later, panoramic paintings, flight simulators, cinema systems and training devices helped build the foundation for immersive media.
One of the most important early examples was Morton Heilig’s Sensorama, developed in the late 1950s and patented in the early 1960s. It combined stereoscopic visuals, sound, vibration, wind and even smell to create a multi-sensory experience. It was not a modern headset, but it showed the ambition behind virtual reality: to make a viewer feel present inside another environment.
1960s to 1980s: The First VR Headsets and Research Systems
In 1968, computer scientist Ivan Sutherland and his team created one of the first head-mounted display systems. It became known as the “Sword of Damocles” because the headset was so heavy it had to be suspended from the ceiling. Although primitive by today’s standards, it introduced ideas that remain central to VR: head tracking, computer-generated graphics and a display worn by the user.
During the 1970s and 1980s, VR research continued in universities, military training, aerospace and government laboratories. NASA’s VIEW system in the 1980s helped demonstrate how virtual environments could be used for training, simulation and remote operation. These systems were expensive and specialised, but they helped shape the future of VR.
1990s: VR Becomes a Public Idea
The term “virtual reality” became widely known in the late 1980s and early 1990s. Companies such as VPL Research helped popularise VR gloves, headsets and immersive computer environments. Arcade systems such as Virtuality introduced many people to the idea of standing inside a digital world.
The 1990s also brought early consumer experiments, including Nintendo’s Virtual Boy. These products were limited by display quality, comfort, tracking, computing power and cost. The idea was exciting, but the technology was not ready for mass adoption.
2000s to 2010s: Modern VR Returns
In the 2000s, better graphics cards, motion sensors, mobile screens and game engines made modern VR possible. The major turning point came in the 2010s with Oculus. The Oculus Rift development kits reignited interest in VR and showed that consumer headsets could finally deliver a convincing immersive experience.
By 2016, consumer VR entered a new era with headsets such as Oculus Rift, HTC Vive and PlayStation VR. Room-scale tracking, hand controllers and improved displays made VR gaming, simulation, training and immersive media more practical than ever before.
2020s: Standalone VR, Mixed Reality and Spatial Computing
The 2020s moved VR from specialist setups toward easier standalone devices. Meta Quest headsets became popular because they did not require a gaming PC or external sensors. This made VR more accessible for gaming, education, business training, fitness and immersive video.
Meta Quest 3 brought stronger mixed reality features with colour passthrough and improved performance. Meta Quest 3S later made mixed reality more affordable. PlayStation VR2 delivered high-quality console VR with OLED displays and strong gaming support. Apple Vision Pro, released in 2024, introduced Apple’s “spatial computer” approach, combining virtual reality, augmented reality and 3D app experiences.
By 2026, VR is no longer only about games. It is used for business presentations, real estate, tourism, aged care, education, workplace training, architecture, product demonstrations, entertainment, 360° video and virtual tours.
Notable VR Headsets from the Beginning to 2026
Over time, VR headsets evolved from experimental laboratory devices into consumer products. Important milestones include the Sword of Damocles in the 1960s, NASA research systems in the 1980s, arcade VR systems in the 1990s, Oculus Rift and HTC Vive in the 2010s, and standalone headsets such as Meta Quest in the 2020s.
By 2026, some of the most recognised VR and mixed reality headsets include Meta Quest 3, Meta Quest 3S, PlayStation VR2, Apple Vision Pro, Valve Index, Bigscreen Beyond and high-resolution PC VR headsets from companies such as Pimax. Each headset serves a different purpose: standalone VR, console gaming, high-end PC VR, spatial computing or professional immersive experiences.
There is no single “best” VR headset for every user. Meta Quest 3 is widely regarded as one of the strongest all-round standalone VR headsets. PlayStation VR2 is important for PS5 gaming. Apple Vision Pro represents premium spatial computing. Valve Index remains known for PC VR tracking and controllers. Bigscreen Beyond focuses on a very compact PC VR form factor, while Pimax targets high-resolution enthusiast VR.
How 360° Video and Virtual Tours Fit into VR History
Virtual reality is not only computer-generated worlds. Real places can also be captured with 360° photography and 360° video. This is where virtual tours and 360 VR video become powerful for businesses. Instead of creating an artificial world, the camera captures a real location and lets viewers explore it online.
Google Virtual Tours, custom virtual tours, Matterport tours and 360 VR video production all connect to the same long history of immersive media: helping people feel present in a place before they physically arrive.
Google Street View, Apple Maps Look Around and the Rise of 360° Street-Level Experiences
One of the biggest milestones in the history of 360° visual media was the launch of Google Street View in 2007. For the first time, millions of people could virtually stand on a street, look around in 360 degrees, and explore real-world locations before travelling there. What started with selected cities grew into a global mapping experience that changed how people navigate, research destinations, inspect neighbourhoods and discover businesses.
Google Street View helped make 360° imagery familiar to the public. People began using it to preview hotels, restaurants, shops, attractions, real estate locations, parking areas, street access and travel destinations. It became useful not only for navigation, but also for planning holidays, checking business surroundings, exploring cities remotely and understanding places before arriving.
For businesses, this shift was important. Customers no longer wanted only an address and a few photos. They wanted to see what a place looked like, how to get there, what the entrance looked like and whether the business felt trustworthy. This is one reason Google Virtual Tours and 360° business photography became valuable for Google Business Profiles, helping businesses present their spaces more clearly on Google Search and Google Maps.
Apple later introduced its own street-level 360° experience in Apple Maps called Apple Maps Look Around. Look Around gives users an interactive street-level view with smooth movement and 360-degree imagery in supported locations. Like Google Street View, it helps people visually understand streets, surroundings, landmarks, business locations and travel destinations before they arrive.
Together, Google Street View, Google Virtual Tours, Apple Maps Look Around, 360° photography and virtual tours have helped normalise immersive location viewing. They changed the way people explore the world online and created new opportunities for businesses, real estate agents, tourism operators and venues to show their spaces before customers arrive.
Virtual Reality in Business Today
For businesses, VR and 360° media are now practical marketing tools. A virtual tour can help customers explore a venue, showroom, real estate property, school, aged care facility, restaurant, hotel, gym or office before visiting. A 360 VR video can create a more emotional and immersive business presentation, especially when viewed through a VR headset.
Creative 360 uses this technology to help businesses across Brisbane, Gold Coast, Sunshine Coast and South East Queensland present their spaces online with professional virtual tours, Google Business Profile tours, real estate tours, Matterport tours and 360 VR video production.
Bring Your Business into the World of 360° Media
From early VR experiments to modern headsets and virtual tours, immersive media has always had one goal: helping people feel present somewhere else. Creative 360 can help your business use that power online.
