Virtual Reality Mundane Dystopian Timeline

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    The evolution of virtual reality

  • The first head mounted camera

    The first head mounted camera

    The first video glasses were invented in 1968 by Ivan Sutherland, who created a head-mounted display known as the "Sword of Damocles". While it was bulky and suspended from the ceiling, it was the first to connect a head-mounted display to a computer to render graphics.
  • The first consumer VR

    The first consumer VR

    Jaron Lanier and Thomas Zimmerman founded VPL Research, Inc. This company is known as the first company to sell VR goggles and gloves. They developed a range of VR equipment, such as, the DataGlove, EyePhone HMD and the Audio Sphere.
  • The Oculus

    The Oculus

    The first Oculus was the Oculus Rift Development Kit 1 (DK1), a prototype released to developers in March 2013. The first consumer version was the Oculus Rift CV1, which launched in March 2016 and was the first commercially available headset in the Rift lineup.
  • Meta Glasses

    Meta Glasses

    The first generation of Ray-Ban Meta smart glasses was released in October 2023, while the second generation became available in October 2025. More recently, the company announced and launched its AI-powered Ray-Ban Meta Display glasses on September 30, 2025. The main goal of the newest generation of glasses is to make everything digital convenient. You do not even have to use your phone anymore.
  • Meta Contacts

    Meta Contacts

    The next generation of meta AI glasses aren't even glasses. They are contacts that automatically adjust to the right prescription for your eye sight. There's digital screens and recording from the contacts that allow for new perspectives and even more convenience.
  • NeuralSync Rooms

    NeuralSync Rooms

    Homes begin installing NeuralSync wall panels, which match lighting, sound, and ambient visuals to your headset or contact feed. Everything in the room shifts automatically to whatever you're viewing. Families start living in the same space while experiencing entirely different versions of it.
  • AutoPresence Mode

    AutoPresence Mode

    VR contacts introduce AutoPresence, a feature that generates a hyper-real avatar of you for work, school, and appointments. It moves, reacts, and speaks based on your stored behavioral patterns. People attend events without actually being present, and most workplaces don’t notice.
  • The Comfort Layer

    The Comfort Layer

    Cities roll out Comfort Layer Overlays, a standardized visual filter that hides urban decay, crowds, and severe weather behind calm, curated scenery. Contacts apply the filter automatically outdoors. Citizens stop noticing infrastructure collapse because they literally can’t see it.
  • Emotional Streamlining

    Emotional Streamlining

    Contacts gain real-time mood correction, smoothing out stress spikes, grief, or anger to keep users “optimized.” Emotional data gets shared with insurance and employers by default. Genuine emotional expression feels unpredictable, even unsafe, to most people.
  • Perception Lock

    Perception Lock

    After a wave of “reality confusion incidents,” the Global Safety Commission enforces Perception Lock, a setting that prevents users from disabling visual filters without authorization. People no longer control what they see—only what they’re allowed to.