Some of the problems the virtual boy seems to induce seem a common theme for VR systems.
Then again, leaving aside the eye-burning red on black, and incredibly heavy device, the Virtual boy reads like the very definition of 'worst case scenario' for the kind of design decisions that lead to nausea in VR.
I notice no mention of VR in this article, even indirectly.
Which actually makes sense, because, believe it or not, the primary features that make VR worth anything are the ability to 'close the loop' as it's usually called.
That is, if implemented well, it can do a decent job of tricking your brain into thinking that what the VR system puts out is what's there, and not just an image on a screen.
3D has nothing to do with this. It just happens to be something that can be implemented as a trivial extra in VR headsets anyway.
Yes, 3D is an afterthought even in VR. XD
There's certainly some interesting devices in this list.
I had anaglyph glasses for a while. (and variant designs with yellow-blue lenses that handled colour somewhat better than the red-blue kind). I even had a driver for PC that let you use them with EVERY game.
Though it was interesting, the things I tried it with kinda suffered for it.
(losing colour perception can be surprisingly problematic in games.)
I even tried it with Star Trek Online for a bit.
(sadly, the driver I used for this is no longer actively developed, and doesn't really work properly anymore).
I remember the... Sega Holographic things too.
They look interesting, but it definitely is just a novelty really.
And the vectrex... Ah, the vectrex.
Seems like an interesting thing technologically, but I can see why it didn't really catch on.
Didn't know it had an even more awkward 3d system to go with it's awkward screen though. XD