[ VC&G Anthology ] The Evolution of Computer Displays

Tuesday, September 17th, 2019

Evolution of Computer Displays by Benj Edwards Title Image

Take a good look at this sentence. You’re reading it thanks to the magic of a computer display — whether it be LCD, CRT, or even printed out on paper. Since the beginning of the digital era, users have needed a way to view the results of programs run on a computer — but the manner in which computers have spit out data has changed considerably over the last 70 years. Let’s take a tour.

[ Continue reading [ VC&G Anthology ] The Evolution of Computer Displays » ]

[ Retro Scan of the Week ] Low-End Virtual Reality

Tuesday, January 7th, 2014

PCVR Magazine Cover Jan-Feb 1994Every new idea is an old idea with more transistors.

A few years ago, a relative gave me a couple issues of PCVR Magazine, a low-circulation 1990s periodical dedicated to virtual reality. Here’s the cover of the Jan/Feb 1994 issue, which features an illustration of the magazine’s build-it-yourself head tracker project.

In the early 1990s, the “virtual reality” concept hit a peak in the popular media that coincided with dozens of companies pursuing motion-tracking head-mounted displays — both with honest attempts and blatant gimmicks.

If I had to guess why VR exploded in the popular tech consciousness at that particular time, I would trace it it to the emergence of small, relatively low-cost color LCDs — the kind that made portable consoles like the Atari Lynx and Sega Game Gear possible. Compared to bulky, power-hungry CRT displays, the (relatively) thin, low-power LCDs could be worn on the head with mobility and without too much discomfort. That prompted a minor Cambrian explosion of VR headset hardware.

But the display technology just wasn’t there yet. Affordable LCDs were very low resolution (think 320×200 or less), and higher-resolution LCDs cost thousands of dollars a piece.

In addition, the hardware and software required to generate convincing virtual reality experiences were neither affordable nor generally available. So genuinely immersive VR found itself stuck in corporate and university research labs; meanwhile, the public got trickle-down fad headsets like the Stuntmaster.

Today, we find ourselves in the middle of a VR renaissance thanks to Oculus Rift. But this time, we may actually be at the edge of mainstream virtual reality headsets because the technology has come quite a long way since 1994. I look forward to meeting your 3D virtual avatar in cyberspace soon.

[ From PCVR Magazine, Jan/Feb 1994, cover]

Discussion Topic of the Week: Have you ever used a virtual reality headset of any kind? Tell us about it.

See Also: Retro Scan of the Week Special Edition: “At Last! Reality For the Masses!” (VC&G, 2007)
See Also: The History of Stereoscopic 3D Gaming (PC World, 2011)