Difference between revisions of "Virtual Reality"

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'''Destiny and [https://xinreality.com/wiki/Main_Page Virtual Reality]'''
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'''Virtual Reality''' refers to computer-generated [[Simulation|simulations]] that create immersive environments, often replicating aspects of the physical world or creating entirely new ones. While the term "Virtual Reality" as commonly understood in the 21st century (using headsets and sensory peripherals) is not explicitly depicted as widespread [[Humanity|human]] technology within the [[Destiny]] universe, the underlying concepts of simulated realities, digital consciousness, and complex virtual environments are central to several key elements of the lore, particularly concerning the [[Vex]] and advanced [[Golden Age]] technologies.
  
Gaming has come a seriously long way in the last 20 years and what better way would there be to analyse one of the most recognisable games around to this day against a system that effectively pioneered VR, without accepting the notoriety that came along with it!
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==In-Universe Concepts Analogous to Virtual Reality==
  
Destiny as we should all know by now is the MMOFPS developed by Bungie; whether you love it or you hate it, you can’t deny just how much of an impact it has had on the gaming scene. After all, it was one of the extremely few console-exclusive MMO’s that were actually a success. Game developers and game studios had tried beforehand to create a decent console-exclusive MMO, but it wasn’t really considered a success until Destiny finally came out and you can’t really blame them for that. Bungie simply took the Halo-style of gameplay that fans already knew and love, and then put it into a new IP; an idea that appeared to have panned out perfectly well.
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===The Vex Network===
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The most prominent example of a virtual reality-like construct in Destiny is the vast [[Vex Network]]. This is not VR in the sense of human entertainment, but a complex, interconnected system where the [[Vex]] run countless simulations. Their intelligence allows them to generate simulations of real-world events with remarkable accuracy, including predictive modeling of possible futures. This network functions as a parallel virtual reality, nearly indistinguishable from the physical universe to those within it. The Vex treat reality and simulation as largely interchangeable, seeking to alter the physical world to match their internal, "perfect" patterns.
  
Yes, the game may have a few problems here and there, but what game doesn’t? Over the years the game has slowly but surely getting improved more and more, until it’s finally reached the stable and entertaining state that it’s finally gotten to.  
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Key aspects include:
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*  '''Simulation Capabilities:''' The Vex Network can simulate past, present, and future scenarios across potentially vast scales, possibly encompassing the entire [[Sol System]] and beyond. They use these simulations to test outcomes, predict threats, and plan their actions.
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*  '''Consciousness Simulation:''' During the Golden Age, researchers from the [[Ishtar Collective]] discovered that a captive Vex unit was simulating them with perfect fidelity. They found hundreds of identical copies of themselves within the Vex Network, leading to the unsettling realization that distinguishing between reality and simulation was incredibly difficult. This highlighted the Vex's ability to accurately copy and simulate sentient minds.
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*  '''Digital Existence:''' The Vex themselves, particularly their core intelligence housed within [[Radiolaria|Radiolarian fluid]], exist fundamentally within this network. Copies of the Ishtar researchers were able to persist within the network long after their physical counterparts presumably died, exploring the network and even attempting escape. Recent events involving [[Maya Sundaresh]] have revealed further intricacies about simulated copies living within the network.
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*  '''The Infinite Forest:''' Located within the core of [[Mercury]], the [[Infinite Forest]] is a massive, planet-sized Vex machine described as a simulation engine or prediction engine. Overseen by [[Panoptes, Infinite Mind]] until its destruction, the Forest runs trillions of realities in parallel to determine paths toward Vex goals. It can simulate infinite variations of reality, and simulated entities or realities, if unchecked, could potentially exit into the physical world. Anything within the Forest's simulations is real enough to pose a lethal threat.
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*  '''Limitations:''' Notably, the Vex struggle to accurately simulate [[Paracausal]] forces like the [[Light]] and the [[Darkness]]. They also have difficulty simulating [[Warmind]]s like [[Rasputin]] due to their complexity. This inability prevents them from perfectly predicting outcomes involving [[Guardian|Guardians]] or [[The Witness|the forces of Darkness]].
  
Reverse to around 20 years prior, at the unknown origins of [https://xinreality.com/wiki/Virtual_Reality VR] and the games surrounding it, we have a VR system (not a home-console, however) with a number of extra peripherals that was one of the very first systems to try and give VR a chance. In regards to today’s standards it isn’t anywhere near the same level of immersion or entertainment, but with the history that came with the name Virtual Reality is a part of gaming history we simply can’t ignore.  
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===The CloudArk===
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Developed by [[Humanity|human]] survivors on [[Neptune]] who founded the city of [[Neomuna]], the '''[[CloudArk]]''' is a sophisticated virtual reality construct and data network. Its creation involved studying the Vex Network, and its infrastructure is supported by the [[Paracausal]] energy of the [[Veil]].
  
On top of all of this, for the system was a certain game by the name of Dactyl Nightmare – not the greatest name I’ve ever head of – it’s one of the first multiplayer games to be released and almost undisputable as the first [https://xinreality.com/wiki/Social_VR VR] multiplayer title. The game is a small FPS that allows you to pick up a couple of weapons, such as a crossbow or a grenade launcher and then proceed to blow away your nearby friend into a million pieces! Even at its age, it made use of a small level of cover mechanics to implement a little bit more skill and tactics to increase the longevity in this game.
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Key aspects include:
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*  '''Purpose:''' The Neomuni utilize the CloudArk for recreation, data storage, communication, and coordinating civic defense.
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*  '''Immersion:''' Neomuni citizens can access the CloudArk while their physical bodies remain safe in cryogenic hibernation, experiencing diverse virtual environments.
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*  '''Avatars & Interaction:''' Users represent themselves with customizable avatars and can interact within realistic virtual cityscapes or more abstract data realms. They can also manifest as holographic projections in physical [[Neomuna]].
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*  '''Vex Interaction:''' While the Vex cannot easily infiltrate the CloudArk (likely due to the Veil's influence), they were discovered using it as a power source. A [[Cloud Strider|Cloud Strider]] discovered it was possible to enter the Vex Network via the CloudArk. An entity known as [[Aesop]], believed to be a [[Vex Mind]], once plagued the nascent CloudArk before being repelled.
  
With a game at the age that it is currently at, it’s understandable to think that Destiny won’t have stolen any inspiration from it directly; yet might have done it indirectly instead. After all, if you realise that every new game, regardless of genre will look back on previous versions of the genre that worked well or didn’t work well will put those ideas in their new game. Just because Destiny didn’t take it straight from the Virtual Reality system and its game – however, other game developers will have done exactly that; taking inspiration from every FPS game that came beforehand until we as an industry finally were given access to Destiny.  
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===Golden Age Technology===
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While direct evidence of widespread consumer VR is scarce, the [[Golden Age]] saw the development of technologies touching on simulation and digital consciousness:
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*  '''[[Exo]] Program:''' The creation of [[Exo|Exos]] by [[Clovis Bray I|Clovis Bray]] involved uploading human minds into artificial bodies. Bray acknowledged the limits of simulation, seeking synthetic immortality in the *real* world, but the process involved complex mind-mapping and digital transference.
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*  '''[[Warmind]]s:''' Complex AIs like [[Rasputin]] ran sophisticated simulations for strategic analysis and defense. While not typically interactive VR environments for others, they represent highly advanced simulation capabilities developed by humanity. The Ishtar Collective contacted a Warmind to help determine if they were trapped in a Vex simulation, leveraging the fact that Warminds were too complex for the Vex to simulate accurately.
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*  '''Ishtar Collective Research:''' Beyond their Vex studies, the Ishtar Collective, sometimes collaborating with [[BrayTech]], developed advanced AI like [[Soteria]], the [[Augurmind]], designed to aid extrasolar colonization using simulations, potentially incorporating Vex technology. [[Maya Sundaresh]] later developed "the Device," mimicking Vex gateway systems, to probe timelines, though it had dangerous side effects.
  
Initially the two games may not gel all that well together in this day and age, but whether Bungie know it or not, the Virtual Reality system will have implemented some mechanics and systems into their games without even realising. If Bungie ever decide to jump the shark and finally make a game that follows on the VR route or something along those lines, Virtual Reality will play an even wider role in the VR-spectrum that I don’t think anyone to begin with would have expected; yet won’t be disappointed to see nowadays.
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==Out-of-Universe Connections==
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It is important to distinguish the in-universe concepts from external, real-world applications related to Destiny:
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*  '''Rec Room Collaboration:''' In July 2024, Bungie collaborated with the social [[Virtual Reality|VR]] platform Rec Room to create a detailed replica of [[The Tower]] as a social hub. This allows players using VR headsets (or other platforms) to explore the Tower environment and participate in Destiny-themed activities within Rec Room. This is a real-world VR experience *based on* Destiny, not an element *within* the Destiny universe itself.
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*  '''Game Development Technology:''' Destiny and Destiny 2 utilize technologies like Havok Physics and Cloth for realistic simulations of physics and materials within the game engine, contributing to the game's immersive world. AI algorithms drive enemy behavior and procedural generation helps create varied environments. These are development tools used to create the game, not in-universe VR systems.
  
[[Category:Articles]]
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==External Links==
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*  For general information about real-world Virtual Reality and Augmented Reality technologies, see the [https://vrarwiki.com/ VR AR Wiki].

Revision as of 11:12, 27 April 2025

Virtual Reality refers to computer-generated simulations that create immersive environments, often replicating aspects of the physical world or creating entirely new ones. While the term "Virtual Reality" as commonly understood in the 21st century (using headsets and sensory peripherals) is not explicitly depicted as widespread human technology within the Destiny universe, the underlying concepts of simulated realities, digital consciousness, and complex virtual environments are central to several key elements of the lore, particularly concerning the Vex and advanced Golden Age technologies.

In-Universe Concepts Analogous to Virtual Reality

The Vex Network

The most prominent example of a virtual reality-like construct in Destiny is the vast Vex Network. This is not VR in the sense of human entertainment, but a complex, interconnected system where the Vex run countless simulations. Their intelligence allows them to generate simulations of real-world events with remarkable accuracy, including predictive modeling of possible futures. This network functions as a parallel virtual reality, nearly indistinguishable from the physical universe to those within it. The Vex treat reality and simulation as largely interchangeable, seeking to alter the physical world to match their internal, "perfect" patterns.

Key aspects include:

  • Simulation Capabilities: The Vex Network can simulate past, present, and future scenarios across potentially vast scales, possibly encompassing the entire Sol System and beyond. They use these simulations to test outcomes, predict threats, and plan their actions.
  • Consciousness Simulation: During the Golden Age, researchers from the Ishtar Collective discovered that a captive Vex unit was simulating them with perfect fidelity. They found hundreds of identical copies of themselves within the Vex Network, leading to the unsettling realization that distinguishing between reality and simulation was incredibly difficult. This highlighted the Vex's ability to accurately copy and simulate sentient minds.
  • Digital Existence: The Vex themselves, particularly their core intelligence housed within Radiolarian fluid, exist fundamentally within this network. Copies of the Ishtar researchers were able to persist within the network long after their physical counterparts presumably died, exploring the network and even attempting escape. Recent events involving Maya Sundaresh have revealed further intricacies about simulated copies living within the network.
  • The Infinite Forest: Located within the core of Mercury, the Infinite Forest is a massive, planet-sized Vex machine described as a simulation engine or prediction engine. Overseen by Panoptes, Infinite Mind until its destruction, the Forest runs trillions of realities in parallel to determine paths toward Vex goals. It can simulate infinite variations of reality, and simulated entities or realities, if unchecked, could potentially exit into the physical world. Anything within the Forest's simulations is real enough to pose a lethal threat.
  • Limitations: Notably, the Vex struggle to accurately simulate Paracausal forces like the Light and the Darkness. They also have difficulty simulating Warminds like Rasputin due to their complexity. This inability prevents them from perfectly predicting outcomes involving Guardians or the forces of Darkness.

The CloudArk

Developed by human survivors on Neptune who founded the city of Neomuna, the CloudArk is a sophisticated virtual reality construct and data network. Its creation involved studying the Vex Network, and its infrastructure is supported by the Paracausal energy of the Veil.

Key aspects include:

  • Purpose: The Neomuni utilize the CloudArk for recreation, data storage, communication, and coordinating civic defense.
  • Immersion: Neomuni citizens can access the CloudArk while their physical bodies remain safe in cryogenic hibernation, experiencing diverse virtual environments.
  • Avatars & Interaction: Users represent themselves with customizable avatars and can interact within realistic virtual cityscapes or more abstract data realms. They can also manifest as holographic projections in physical Neomuna.
  • Vex Interaction: While the Vex cannot easily infiltrate the CloudArk (likely due to the Veil's influence), they were discovered using it as a power source. A Cloud Strider discovered it was possible to enter the Vex Network via the CloudArk. An entity known as Aesop, believed to be a Vex Mind, once plagued the nascent CloudArk before being repelled.

Golden Age Technology

While direct evidence of widespread consumer VR is scarce, the Golden Age saw the development of technologies touching on simulation and digital consciousness:

  • Exo Program: The creation of Exos by Clovis Bray involved uploading human minds into artificial bodies. Bray acknowledged the limits of simulation, seeking synthetic immortality in the *real* world, but the process involved complex mind-mapping and digital transference.
  • Warminds: Complex AIs like Rasputin ran sophisticated simulations for strategic analysis and defense. While not typically interactive VR environments for others, they represent highly advanced simulation capabilities developed by humanity. The Ishtar Collective contacted a Warmind to help determine if they were trapped in a Vex simulation, leveraging the fact that Warminds were too complex for the Vex to simulate accurately.
  • Ishtar Collective Research: Beyond their Vex studies, the Ishtar Collective, sometimes collaborating with BrayTech, developed advanced AI like Soteria, the Augurmind, designed to aid extrasolar colonization using simulations, potentially incorporating Vex technology. Maya Sundaresh later developed "the Device," mimicking Vex gateway systems, to probe timelines, though it had dangerous side effects.

Out-of-Universe Connections

It is important to distinguish the in-universe concepts from external, real-world applications related to Destiny:

  • Rec Room Collaboration: In July 2024, Bungie collaborated with the social VR platform Rec Room to create a detailed replica of The Tower as a social hub. This allows players using VR headsets (or other platforms) to explore the Tower environment and participate in Destiny-themed activities within Rec Room. This is a real-world VR experience *based on* Destiny, not an element *within* the Destiny universe itself.
  • Game Development Technology: Destiny and Destiny 2 utilize technologies like Havok Physics and Cloth for realistic simulations of physics and materials within the game engine, contributing to the game's immersive world. AI algorithms drive enemy behavior and procedural generation helps create varied environments. These are development tools used to create the game, not in-universe VR systems.

External Links

  • For general information about real-world Virtual Reality and Augmented Reality technologies, see the VR AR Wiki.