VR in eSports? A True Reality or Virtual Dream?

  • Special Content faviconSpecial Content

    Mar 25, 2025, 10:51 am132 pts

    Virtual Reality, as a piece of technology, has been buzzing around for a while. The noise it creates makes us fans of eSports and gaming shiver in excitement. But, how real is the appliance of virtual reality in the world of eSports? How far have we managed to go in this department of technological advancements? Well, the answer to this question can't be straightforward. For one, the VR tech is here. We all have faced it. Yet, despite all of its benefits, amazing possibilities it offers, and a hope for a different future of gaming and eSports, we're not quite there yet.

    VR is amazing, but it faces a few challenges down the road and it is nowhere near implemented into the eSports of today. The desire of the players is there to have this tech available and they're ready to go. On the other side, we have the developers who know that VR is not in the level necessary to give it their entire focus so we're lacking true VR-adapted games at the moment. But, we've all witnessed just how fast the technology moves these days, and it's only a matter of time before VR is available in every home.

    While the possibility of playing VR games on a daily basis appears to be enticing, we still have a long way to go before it becomes a reality. While fans of eSports betting would love to have real VR athletes competing before placing bets, they too will have to wait. To understand how long we're going to have to wait for a full VR implementation in gaming and eSports, let's take a look at where VR gaming stands right now.

    Virtual Reality Gaming as it Stands Right Now

    As we said, VR gaming is not where we want it to be, but it has come a long way from its roots in Sci-Fi films and books, to actually having it available today. Many companies have become leaders and trendsetters in this domain, making strides to create the best and most available VR equipment on the market. You've probably heard about PlayStation VR, Meta Quest, and HTC Vive. The VR headsets and equipment we've mentioned is what made it possible for game developers to create the games such as Half-Life: Alyx and Beat Saber among quite a few other titles. VR is more than a gimmick, and the world has started to take notice.

    While there are games that can be played with VR equipment and are tailored for this tech only, the thing is that eSports are a different beast. Modern technology such as virtual reality can conquer it, but it is not an easy quest by any means. Those who are close to competitive gaming that comes with eSports know that in order to compete one needs to have precise controls, smooth performance, and a playing field that is even for all participants. While VR can do plenty on its own, some of these high demands it can't fulfil at the stage of development on which it finds itself right now. Let's see why VR isn't a thing in eSports right now.

    What Stops VR From Dominating the Universe of eSports?

    Don't get us wrong, we love VR. Virtual reality is a promise of a gaming world we have never seen before. But, it is a path that is filled with obstacles, and until a few things change, it will not become a mainstay in the world of eSports. The reasons why VR is in a standstill with eSports and competitive gaming are quite easy to understand. Just some of the main ones include:

    • Hardware limitations: As it's usually the case the primary answer needs to be monetary. VR equipment, the good one, the one that eSports would require for competitive gaming is expensive. Regular players aspiring to become one of the greats can play League of Legends with only a decent computer, and a set of a keyboard, mouse, and headphones. For a VR tournament, one would need not only a high-end VR equipment but also a powerful console or a computer to be able to back it up. As long as this gear is not accessible to the majority of players and their wallets, it will not become a main thing in the world of eSports.
    • Motion sickness: In addition to financial reasons, there are also medical concerns involved with using VR. Many of the games that can be played with VR are the ones that require plenty of motion. Fast movement in a virtual world can cause nausea and vomiting. For gamers this is a big no-no. So far, the VR can't solve the problem our brain has knowing that it is standing still but also moving in a virtual reality. Motion sickness is an serious issue VR will have to overcome in the future if it hopes to conquer competitive gaming.
    • Game selection: As we mentioned, there are some games that are specifically tailored for VR. Yet, the majority of games that are popular in competitive gaming such as CS GO, which is not only popular among players but also among folks who enjoy CS GO Betting, is a first-person shooter that, for example, made no moves in adopting VR. Other games are also created with traditional consoles and PCs in mind, and transforming them into something that suits VR is not on the minds of developers such as Valve of Blizzard minds.
    • Accessibility: Owning and using virtual reality gear is not only a matter of money. It requires space too. Most games we have today require only a PC or a console, a controller, keyboard, and a mouse and they can be played. Playing games with VR, especially those that are played against other players and competitively would require extra gear and quite a lot of space - imagine a room dedicated solely for VR gaming. That's not something many of us have to spare.
    • airness: If you've been following tournaments such as League of Legends World Champions or any of the CS Go showdowns, you've noticed that all players use the same screens, same headphones, same keyboards and the same mouses. This is what makes the competition fair. In a case that players start using VR and they all have different sets of gear, the fairness would be lost. Additionally, no organization so far is willing to put the peony forth to supply the gear to players, at tournaments, and not all of them have access to it at homes to prepare, making the tournament organization not a possibility at the moment.

    The Love Affair of eSports & VR - What Needs to Transpire?

    As of now, there's no love between these two entities. They're simply not compatible. But, there's hope that in the future romance is a possibility. For it to happen, not only that the stars need to align, but plenty of work needs to happen on both sides of the table. For eSports and VR to coexist in a fruitful relationship the following needs to transpire:

    • Better hardware: We're not there yet. VR is available, and it can be used, but due to price, it's not available to everyone. Headsets are expensive, some models are quite heavy and not advised to be used for longer gaming sessions, and even lack comfort. Before these issues are resolved, we can't expect VR to start dominating the eSports and competitive gaming.
    • Improved performance: We mentioned the small issue of motion sickness. It is caused by poor tracking, lag, and low refresh rates of the currently available VR equipment. To overcome it, the performance of all VR gear needs to be improved or it will never reach the heights we're currently expecting.
    • More competitive games: Game developers also play a role in adopting VR to eSports. At the moment, there are no games that are played by using VR that suit the tournament mode of eSports. So far, VR has been focused on player immersion. While it did a fairly good work in that department, it still hasn't addressed the issue of player skill that also needs to be accounted for when creating games. Most of you already know that eSports and gaming are rather popular as a betting option at Stake.com and similar sportsbooks, and no bet can be made on a game played by only one fully immersed player. VR needs to penetrate the competitive segment and it needs to do it quickly if it wants to stay and improve eSports and competitive gaming.
    • Standardization: While the ball is mostly in the virtual reality technology developers hands, some of it resides in the hands of eSports organizations. It is a two way street. These orgs need to set rules for VR hardware, and choose the gameplay where it will be applied. It all starts with one competition, and we had none so far.

    State of VR eSports Right Now

    The sole reason why we're discussing VR in eSports and competitive gaming is because the groundwork has been done. There are games that are pushing hard for the VR narrative to become the main story in the world of eSports and competitive gaming. Yes, we're talking small steps, but you have to start somewhere in order to reach the top. For VR, the start wasn't even at the bottom, so we're expecting to keep climbing toward the top of the mountain of eSports. So far, the main games in this dept include titles such as:

    • Echo VR: One of the games that truly managed to captivate the VR enthusiasts was Echo VR. It is a team sport game, based on high competitiveness rates, similar to many sports we have today, but set in a zero-gravity area. The hard work needed to push the VR narrative is shown with this game which was discontinued after a few years due to inability to attract more players.
    • Pavlov VR: This is where an attempt was made to create a VR version of Counter Strike. This tactical shooter is another great example of VR trying its best to enter the zone of competitive gaming.
    • Beat Saber: This is the title that made it to the competitive area of eSports. There were some tournaments organized, here and there, with moderate to good success. But, at the end of the day, Beat Saber was not all about competition but more about the rhythm.
    • Onward: Here we have a military shooter that did a fine job in establishing competitive events with VR tech.

    While it is possible to be competitive with VR games and enter the eSports domain, it is not on the level required as of yet to truly become a mainstay in this department. Most of you have probably noticed that these titles are nowhere as relevant or popular as CS GO or league of Legends. For VR to truly enter the world of eSports it needs to reach that level.

    Is the Growth of VR in eSports Imminent?

    This is a question we can't answer right now. At the moment, it is not a part of eSports. Yet, VR is doing plenty to become its crucial element. When will this happen? It is hard to tell. According to various experts it will happen in the future, but whether it will occur in five or ten years no one can make that estimate. Certainly, hardware will improve enough to take VR there. While the improvement is imminent, the drop in price can't be guaranteed. Also, the traditional eSports are developing and advancing as we speak, so the arrival of VR can take even longer than the above-mentioned five to ten years.

    The only thing clear right now, is that VR is a technology with lots of potential. If some of the main issues bugging it at the moment are quickly resolved, it can become a part of competitive gaming in the not so distant future.




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