Difference between revisions of "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.
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{{Stub|This article requires cleanup, expansion, or additional information.}}
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{{Disambiguation}}
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{{Quote|Reality is the finest [[weapon]] of all and one that can be used to wage war.|[[Petra Venj]]}}
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 +
'''Virtual Reality''' ('''VR''') refers to computer-generated [[Simulation|simulations]] that create immersive environments, often replicating aspects of the physical world or creating entirely new ones. While [[Destiny]] and [[Destiny 2]] do not feature native support for real-world VR headsets, the underlying concepts of simulated realities, digital consciousness, and complex virtual environments are central to several key elements of the lore and gameplay, particularly concerning the [[Vex]] and advanced [[Golden Age]] technologies.
  
 
==In-Universe Concepts Analogous to Virtual Reality==
 
==In-Universe Concepts Analogous to Virtual Reality==
 +
Within the Destiny universe, several technologies and phenomena function similarly to or are direct examples of virtual reality systems.
  
 
===The Vex Network===
 
===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.
+
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 [[Humanity|human]] entertainment, but a complex, interconnected computational substrate where the [[Vex]] run countless simulations. Their collective 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 derived from simulations.
  
 
Key aspects include:
 
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.
+
*  '''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 (like [[Guardian|Guardians]]), and plan their actions, often attempting to engineer specific futures.
*  '''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.
+
*  '''Consciousness Simulation:''' During the Golden Age, researchers from the [[Ishtar Collective]] on [[Venus]] discovered that a captured Vex unit was simulating them with perfect fidelity within the network. They found hundreds of identical copies of themselves, leading to the unsettling realization that distinguishing between reality and simulation was incredibly difficult [[Grimoire: Ghost Fragment: Vex|1]]. This highlighted the Vex's ability to accurately copy and simulate sentient minds, though they struggle with [[Paracausal|paracausal]] entities like Guardians. [[Quria, Blade Transform]] famously created simulations of [[Oryx, the Taken King|Oryx]] before being [[Taken]], later using these simulations while under the control of [[Savathûn, the Witch Queen|Savathûn]].
*  '''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.
+
*  '''Digital Existence:''' The Vex themselves, particularly their core intelligence housed within [[Radiolaria|Radiolarian fluid]], exist fundamentally within this network. Copies of the Ishtar researchers, notably [[Maya Sundaresh]], were able to persist within the network long after their physical counterparts presumably died, exploring the network and influencing events [[Lore: Aspect|2]].
*  '''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.
+
*  '''The Infinite Forest:''' Located within the hollowed core of [[Mercury]], the '''[[Infinite Forest]]''' is a massive, planet-sized Vex machine described as a simulation or prediction engine. Overseen by [[Panoptes, Infinite Mind]] until its destruction during the [[Curse of Osiris]] campaign, the Forest runs trillions of realities in parallel to determine paths toward Vex goals, such as a future devoid of Light and Darkness. Anything within the Forest's simulations is real enough to pose a lethal threat, and simulated realities could potentially "leak" into the physical world. Guardians enter this simulated space physically but experience digitally constructed, often procedurally generated realities within.
*  '''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]].
+
*  '''Limitations:''' Notably, the Vex struggle to accurately simulate paracausal forces like the [[Light]] and the [[Darkness]]. They also have difficulty simulating complex [[Artificial Intelligence|AIs]] like [[Warmind]]s (e.g., [[Rasputin]]) due to their complexity [[Grimoire: Ghost Fragment: Vex 4|3]]. This inability prevents them from perfectly predicting outcomes involving Guardians or the forces of Darkness, making Guardians a persistent anomaly in their calculations.
  
 
===The CloudArk===
 
===The CloudArk===
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]].
+
Developed by human survivors on [[Neptune]] who founded the hidden city of [[Neomuna]], the '''[[CloudArk]]''' is a sophisticated virtual reality construct and data network, directly inspired by studies of the Vex Network. Its infrastructure is supported and protected by the paracausal energy of the [[Veil]].
  
 
Key aspects include:
 
Key aspects include:
*  '''Purpose:''' The Neomuni utilize the CloudArk for recreation, data storage, communication, and coordinating civic defense.
+
*  '''Purpose:''' The Neomuni utilize the CloudArk for recreation, massive data storage, communication, civic management, and coordinating defense via the [[Cloud Strider|Cloud Striders]].
*  '''Immersion:''' Neomuni citizens can access the CloudArk while their physical bodies remain safe in cryogenic hibernation, experiencing diverse virtual environments.
+
*  '''Immersion:''' Neomuni citizens can spend extended periods within the CloudArk, experiencing diverse virtual environments while their physical bodies remain safe (often in cryogenic pods).
*  '''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]].
+
*  '''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|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.
+
*  '''Vex Interaction:''' While the Vex cannot easily infiltrate the CloudArk (likely due to the Veil's influence), they were discovered attempting to harness its computational power. It was also found possible for Cloud Striders to access the Vex Network via the CloudArk [[Lore: Strider|4]]. An entity known as [[Aesop]], believed to be a [[Vex Mind]], once plagued the nascent CloudArk before being repelled [[Lore: From the Desk of Chioma Esi|5]].
  
 
===Golden Age Technology===
 
===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:
+
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 [[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.
+
*  '''[[Exo]] Program:''' The creation of Exos by [[Clovis Bray I|Clovis Bray]] involved uploading human minds into artificial bodies. While Bray sought physical immortality, the process involved complex mind-mapping, digital transference, and a virtual interface to help consciousness adapt and mitigate [[Dissociative Exomind Rejection]] (DER) [[Lore: Clovis Bray's Logbook - Missing Pages|6]]. This represents a form of consciousness transition mediated by a virtual layer.
*  '''[[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.
+
*  '''Warminds:''' Complex AIs like Rasputin ran sophisticated simulations for strategic analysis, threat assessment, and defense protocols. 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 at the time.
*  '''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.
+
*  '''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 [[Lore: Aspect|2]].
 +
 
 +
===Other Simulated Environments===
 +
*  '''Nightmare Hunts:''' Introduced in [[Shadowkeep]], [[Nightmare Hunt|Nightmare Hunts]] pit Guardians against [[Nightmare|Nightmares]] – simulated manifestations of past traumas and defeated enemies (like [[Crota, Son of Oryx|Crota]], [[Taniks, the Scarred|Taniks]], or [[Dominus Ghaul|Ghaul]]) conjured by the [[Pyramid]] on the [[Moon]]. While driven by the [[Darkness]] rather than traditional technology, these encounters function as a form of psychological warfare using simulated foes within specific arenas.
 +
*  '''Presage Mission:''' The [[Presage]] mission aboard the derelict [[Cabal]] ship, the Glykon, features reality warped by the [[Darkness]] and the [[Scorn]] experiments within. Shifting corridors, temporal distortions, and hostile manifestations create an environment akin to a nightmarish simulation challenging Guardians' perceptions [[Mission: Presage|7]].
 +
 
 +
==Gameplay Activities Employing VR Concepts==
 +
Several Destiny activities directly involve navigating or interacting with simulated environments:
 +
 
 +
{| class="wikitable"
 +
|+ Gameplay Activities Featuring Simulation/VR Elements
 +
! Activity !! Location/Playlist !! In-game Premise !! VR/Simulation Element
 +
|-
 +
| [[Infinite Forest]] Missions & Adventures || [[Mercury]] ([[Curse of Osiris]]) || Explore the Forest, disrupt Vex plans, pursue [[Panoptes, Infinite Mind]]. || Procedurally generated rooms simulate diverse realities; environment is explicitly a Vex simulation engine.
 +
|-
 +
| [[The Whisper]] Mission || [[Io]] (Hidden) || Enter a Vex anomaly to retrieve [[Whisper of the Worm]]. || Takes place within a simulated space/Vex gate network pocket dimension with distinct environmental rules.
 +
|-
 +
| [[Vault of Glass]] Raid || [[Venus]] / Legends || Breach the Vex stronghold to defeat [[Atheon, Time's Conflux]]. || Features time manipulation, portals, and areas where reality is controlled/simulated by the Vex.
 +
|-
 +
| [[The Sundial]] Arena || [[Mercury]] ([[Season of Dawn]]) || Manipulate timelines via the Sundial to rescue [[Saint-14]]. || Features simulated corridors representing different timelines Guardians traverse.
 +
|-
 +
| [[Override]] / [[Expunge]] Missions || Europa/Tangled Shore/Moon ([[Season of the Splicer]]) || Hack into the Vex Network to combat the [[Endless Night]]. || Takes place within the Vex Network's "virtualization layer," represented as pure dataspace visuals; death results in ejection/de-rez.
 +
|-
 +
| [[Simulation]] Exo Challenges || [[Europa]] ([[Beyond Light]]) || Complete combat trials designed by [[Clovis Bray I|Clovis Bray AI]]. || Explicitly takes place within Braytech VR simulation chambers testing [[Stasis]] abilities.
 +
|-
 +
| Seasonal Forest Variants (Verdant, Haunted) || [[Infinite Forest]] (Events) || Complete event objectives within modified Forest runs. || Re-skinned versions of the Infinite Forest, relying on the same Vex simulation tech.
 +
|}
 +
 
 +
==Lore Implications and Cultural Impact==
 +
Virtual reality and simulation are pivotal elements in Destiny's lore and themes:
 +
*  '''Vex Threat:''' The Vex's mastery of simulation makes them a unique existential threat. Their ability to model realities and predict outcomes allows them to wage war on a conceptual level, aiming to simulate themselves into the fundamental laws of the universe. Disrupting these simulations is key to hindering their progress.
 +
*  '''Nature of Reality:''' Encounters with Vex simulations, particularly the Ishtar Collective's experience, raise philosophical questions about the nature of reality, consciousness, and identity within the Destiny universe. The potential for simulated beings to achieve sentience poses ethical dilemmas.
 +
*  '''Technological Advancement:''' Human interaction with Vex simulation tech, from the Ishtar Collective to [[Elsie Bray|Elsie Bray's]] timeline-hopping, and the Neomuni development of the CloudArk, shows simulation as a contested and evolving technological frontier. Braytech VR challenges push Guardians to adapt and match advanced threats.
 +
*  '''Narrative Device:''' Simulations like the Infinite Forest and Nightmares allow the narrative to revisit past events, explore alternate timelines ("possible futures"), and manifest abstract concepts (like trauma) as tangible threats for players to overcome.
  
 
==Out-of-Universe Connections==
 
==Out-of-Universe Connections==
 
It is important to distinguish the in-universe concepts from external, real-world applications related to Destiny:
 
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 [[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.
+
*  '''No Native VR Support:''' Destiny and Destiny 2 have '''never''' shipped with official support for VR headsets (like [[Oculus Rift]], [[HTC Vive]], [[PlayStation VR]], etc.) on any platform. Attempts to use third-party injectors (e.g., VorpX) are generally blocked by the game's anti-cheat systems.
*  '''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.
+
*  '''[[Rec Room]] Collaboration:''' In July 2024, [[Bungie]] collaborated with the social VR platform Rec Room to create a detailed replica of [[The Tower]] hub. This allows players on VR or other platforms to explore the environment within Rec Room, but it is a separate application based on Destiny assets, not integration into the main game.
 +
*  '''Promotional 360° Videos:''' Bungie has occasionally released promotional trailers or environment showcases as 360-degree videos viewable with VR headsets, but these are passive, non-interactive media experiences.
 +
*  '''Game Development Technology:''' The game engine uses simulation technology for physics (e.g., Havok), cloth dynamics, lighting, and [[Artificial Intelligence|AI]] behavior to create an immersive world, but these are standard game development tools, not in-universe VR systems accessible by characters.
 +
 
 +
==Trivia==
 +
*  [[Failsafe]], the AI of the [[Exodus Black]], maintains simulations of her former crewmembers.
 +
*  Some fan theories propose that aspects of the game, like the [[The Dreaming City|Dreaming City]]'s curse loop, might involve complex simulations, potentially influenced by Vex technology harnessed by Savathûn.
 +
 
 +
==See Also==
 +
*  [[Simulation]]
 +
*  [[Vex]]
 +
*  [[Vex Network]]
 +
*  [[Infinite Forest]]
 +
*  [[CloudArk]]
 +
*  [[Exo]]
 +
*  [[Ishtar Collective]]
 +
*  [[Nightmare]]
 +
*  [[Override]]
 +
*  [[Paracausal]]
  
 
==External Links==
 
==External Links==
*  For general information about real-world Virtual Reality and Augmented Reality technologies, see the [https://vrarwiki.com/ VR AR Wiki].
+
[https://vrarwiki.com/ VR AR Wiki] - For general information about real-world Virtual Reality and Augmented Reality technologies.
 +
 
 +
==References==
 +
{{reflist|refs=
 +
{{ref|1|Grimoire: Ghost Fragment: Vex}}
 +
{{ref|2|Lore: Aspect}}
 +
{{ref|3|Grimoire: Ghost Fragment: Vex 4}}
 +
{{ref|4|Lore: Strider}}
 +
{{ref|5|Lore: From the Desk of Chioma Esi}}
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{{ref|6|Lore: Clovis Bray's Logbook - Missing Pages}}
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{{ref|7|Mission: Presage}}
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}}
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[[Category:Technology]]
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[[Category:Concepts]]
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[[Category:Vex]]
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[[Category:Golden Age]]
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[[Category:Neomuna]]

Revision as of 12:19, 27 April 2025

Template:Stub Template:Disambiguation Template:Quote

Virtual Reality (VR) refers to computer-generated simulations that create immersive environments, often replicating aspects of the physical world or creating entirely new ones. While Destiny and Destiny 2 do not feature native support for real-world VR headsets, the underlying concepts of simulated realities, digital consciousness, and complex virtual environments are central to several key elements of the lore and gameplay, particularly concerning the Vex and advanced Golden Age technologies.

In-Universe Concepts Analogous to Virtual Reality

Within the Destiny universe, several technologies and phenomena function similarly to or are direct examples of virtual reality systems.

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 computational substrate where the Vex run countless simulations. Their collective 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 derived from simulations.

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 (like Guardians), and plan their actions, often attempting to engineer specific futures.
  • Consciousness Simulation: During the Golden Age, researchers from the Ishtar Collective on Venus discovered that a captured Vex unit was simulating them with perfect fidelity within the network. They found hundreds of identical copies of themselves, leading to the unsettling realization that distinguishing between reality and simulation was incredibly difficult 1. This highlighted the Vex's ability to accurately copy and simulate sentient minds, though they struggle with paracausal entities like Guardians. Quria, Blade Transform famously created simulations of Oryx before being Taken, later using these simulations while under the control of Savathûn.
  • Digital Existence: The Vex themselves, particularly their core intelligence housed within Radiolarian fluid, exist fundamentally within this network. Copies of the Ishtar researchers, notably Maya Sundaresh, were able to persist within the network long after their physical counterparts presumably died, exploring the network and influencing events 2.
  • The Infinite Forest: Located within the hollowed core of Mercury, the Infinite Forest is a massive, planet-sized Vex machine described as a simulation or prediction engine. Overseen by Panoptes, Infinite Mind until its destruction during the Curse of Osiris campaign, the Forest runs trillions of realities in parallel to determine paths toward Vex goals, such as a future devoid of Light and Darkness. Anything within the Forest's simulations is real enough to pose a lethal threat, and simulated realities could potentially "leak" into the physical world. Guardians enter this simulated space physically but experience digitally constructed, often procedurally generated realities within.
  • Limitations: Notably, the Vex struggle to accurately simulate paracausal forces like the Light and the Darkness. They also have difficulty simulating complex AIs like Warminds (e.g., Rasputin) due to their complexity 3. This inability prevents them from perfectly predicting outcomes involving Guardians or the forces of Darkness, making Guardians a persistent anomaly in their calculations.

The CloudArk

Developed by human survivors on Neptune who founded the hidden city of Neomuna, the CloudArk is a sophisticated virtual reality construct and data network, directly inspired by studies of the Vex Network. Its infrastructure is supported and protected by the paracausal energy of the Veil.

Key aspects include:

  • Purpose: The Neomuni utilize the CloudArk for recreation, massive data storage, communication, civic management, and coordinating defense via the Cloud Striders.
  • Immersion: Neomuni citizens can spend extended periods within the CloudArk, experiencing diverse virtual environments while their physical bodies remain safe (often in cryogenic pods).
  • 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 attempting to harness its computational power. It was also found possible for Cloud Striders to access the Vex Network via the CloudArk 4. An entity known as Aesop, believed to be a Vex Mind, once plagued the nascent CloudArk before being repelled 5.

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. While Bray sought physical immortality, the process involved complex mind-mapping, digital transference, and a virtual interface to help consciousness adapt and mitigate Dissociative Exomind Rejection (DER) 6. This represents a form of consciousness transition mediated by a virtual layer.
  • Warminds: Complex AIs like Rasputin ran sophisticated simulations for strategic analysis, threat assessment, and defense protocols. 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 at the time.
  • 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 2.

Other Simulated Environments

  • Nightmare Hunts: Introduced in Shadowkeep, Nightmare Hunts pit Guardians against Nightmares – simulated manifestations of past traumas and defeated enemies (like Crota, Taniks, or Ghaul) conjured by the Pyramid on the Moon. While driven by the Darkness rather than traditional technology, these encounters function as a form of psychological warfare using simulated foes within specific arenas.
  • Presage Mission: The Presage mission aboard the derelict Cabal ship, the Glykon, features reality warped by the Darkness and the Scorn experiments within. Shifting corridors, temporal distortions, and hostile manifestations create an environment akin to a nightmarish simulation challenging Guardians' perceptions 7.

Gameplay Activities Employing VR Concepts

Several Destiny activities directly involve navigating or interacting with simulated environments:

Gameplay Activities Featuring Simulation/VR Elements
Activity Location/Playlist In-game Premise VR/Simulation Element
Infinite Forest Missions & Adventures Mercury (Curse of Osiris) Explore the Forest, disrupt Vex plans, pursue Panoptes, Infinite Mind. Procedurally generated rooms simulate diverse realities; environment is explicitly a Vex simulation engine.
The Whisper Mission Io (Hidden) Enter a Vex anomaly to retrieve Whisper of the Worm. Takes place within a simulated space/Vex gate network pocket dimension with distinct environmental rules.
Vault of Glass Raid Venus / Legends Breach the Vex stronghold to defeat Atheon, Time's Conflux. Features time manipulation, portals, and areas where reality is controlled/simulated by the Vex.
The Sundial Arena Mercury (Season of Dawn) Manipulate timelines via the Sundial to rescue Saint-14. Features simulated corridors representing different timelines Guardians traverse.
Override / Expunge Missions Europa/Tangled Shore/Moon (Season of the Splicer) Hack into the Vex Network to combat the Endless Night. Takes place within the Vex Network's "virtualization layer," represented as pure dataspace visuals; death results in ejection/de-rez.
Simulation Exo Challenges Europa (Beyond Light) Complete combat trials designed by Clovis Bray AI. Explicitly takes place within Braytech VR simulation chambers testing Stasis abilities.
Seasonal Forest Variants (Verdant, Haunted) Infinite Forest (Events) Complete event objectives within modified Forest runs. Re-skinned versions of the Infinite Forest, relying on the same Vex simulation tech.

Lore Implications and Cultural Impact

Virtual reality and simulation are pivotal elements in Destiny's lore and themes:

  • Vex Threat: The Vex's mastery of simulation makes them a unique existential threat. Their ability to model realities and predict outcomes allows them to wage war on a conceptual level, aiming to simulate themselves into the fundamental laws of the universe. Disrupting these simulations is key to hindering their progress.
  • Nature of Reality: Encounters with Vex simulations, particularly the Ishtar Collective's experience, raise philosophical questions about the nature of reality, consciousness, and identity within the Destiny universe. The potential for simulated beings to achieve sentience poses ethical dilemmas.
  • Technological Advancement: Human interaction with Vex simulation tech, from the Ishtar Collective to Elsie Bray's timeline-hopping, and the Neomuni development of the CloudArk, shows simulation as a contested and evolving technological frontier. Braytech VR challenges push Guardians to adapt and match advanced threats.
  • Narrative Device: Simulations like the Infinite Forest and Nightmares allow the narrative to revisit past events, explore alternate timelines ("possible futures"), and manifest abstract concepts (like trauma) as tangible threats for players to overcome.

Out-of-Universe Connections

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

  • No Native VR Support: Destiny and Destiny 2 have never shipped with official support for VR headsets (like Oculus Rift, HTC Vive, PlayStation VR, etc.) on any platform. Attempts to use third-party injectors (e.g., VorpX) are generally blocked by the game's anti-cheat systems.
  • Rec Room Collaboration: In July 2024, Bungie collaborated with the social VR platform Rec Room to create a detailed replica of The Tower hub. This allows players on VR or other platforms to explore the environment within Rec Room, but it is a separate application based on Destiny assets, not integration into the main game.
  • Promotional 360° Videos: Bungie has occasionally released promotional trailers or environment showcases as 360-degree videos viewable with VR headsets, but these are passive, non-interactive media experiences.
  • Game Development Technology: The game engine uses simulation technology for physics (e.g., Havok), cloth dynamics, lighting, and AI behavior to create an immersive world, but these are standard game development tools, not in-universe VR systems accessible by characters.

Trivia

  • Failsafe, the AI of the Exodus Black, maintains simulations of her former crewmembers.
  • Some fan theories propose that aspects of the game, like the Dreaming City's curse loop, might involve complex simulations, potentially influenced by Vex technology harnessed by Savathûn.

See Also

External Links

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

References

Template:Reflist