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VR Technology: History, Challenges and Outlook

Author : Adrian April 20, 2026

 

Overview

In recent years, China's virtual reality industry has developed rapidly, and related key technologies have matured further, with continuous breakthroughs in image quality, image processing, eye tracking, 3D sound fields, machine vision and other areas. As a widely discussed next-generation computing platform, what exactly comprises the VR industry and what are its prospects?

 

What is the VR industry?

The VR industry refers to the virtual reality sector, with subfields including VR hardware, VR games, VR films, VR panoramic content, and VR live streaming. China is one of the most active regions for VR innovation and entrepreneurship, with high market acceptance and significant development potential. Development features include a basically formed research and manufacturing system, greatly improved user experience, continuously enriched application resources, and accelerated integration and innovation.

 

Development history of VR technology

First stage: Before 1963 — Analog audiovisual simulation

This stage contained concepts that foreshadowed virtual reality. In 1929, Edward Link designed a flight simulator for pilot training. In 1956, Morton Heilig developed the multi-channel simulation experience system Sensorama.

Second stage: 1963–1972 — Early sprouts of VR

In 1965, Ivan Sutherland published the paper "The Ultimate Display." In 1968, Sutherland developed a head-mounted stereoscopic display with tracking. In 1972, Nolan Bushnell developed the first interactive video game, Pong.

Third stage: 1973–1989 — Concept formation and early theory

In 1977, Dan Sandin and others developed the data glove SayreGlove. In 1984, NASA Ames Research Center developed a virtual environment visual display for Mars exploration. In 1984, Jaron Lanier of VPL first proposed the term "virtual reality." In 1987, Jim Humphries designed an early prototype of the binocular omni-directional monitor (BOOM).

Fourth stage: 1990 to present — Theory refinement and applications

By 1990, VR technology was considered to include 3D graphics generation, multi-sensor interaction, and high-resolution display technologies. VPL developed the first data gloves and the first HMD, EyePhones. Since the 21st century, VR technology has advanced rapidly and software development ecosystems have improved, with representative systems such as MultiGen Vega, OpenSceneGraph, and Virtools.

 

Challenges facing the VR industry

Current major issues include technical limitations of VR hardware and a shortage of high-quality VR content. VR devices serve as the carriers for content; improvements in device technology can stimulate enhancements in content quality. These issues are expected to be mitigated as the industry and technology progress.

 

Development prospects

In recent years, China has positioned the VR industry as a strategically advanced emerging industry, promoting growth through supportive policies and industry development funds. The issuance of 5G licenses has opened new application possibilities for virtual reality, and market forecasts projected that China's VR market could reach 54.45 billion RMB by 2021, with an annual compound growth rate of 91.2%.

Currently, the virtual reality industry in the Chinese market is still in its early stages, and no single clear leader has emerged. The number of companies entering the VR field has increased significantly. According to business registry data, there are about 22,700 VR-related companies in China, and 1,397 new VR companies were added nationwide in the first half of 2020. During the 2020 World VR Industry Conference cloud summit, Jiangxi Province signed contracts with a total value of nearly 66.2 billion RMB.