Train, Showcase, Immerse
Virtual reality delivers unprecedented immersion and engagement. From safety training that reduces accidents by 60% to virtual showrooms that eliminate geographic barriers, VR transforms how businesses train employees, showcase products, and engage audiences. We build comfortable, high-performance VR experiences optimized for modern headsets.
Our Approach
- Comfort-First Design prevents motion sickness
- Photorealistic Environments maximum immersion
- Cross-Platform Support Quest, PSVR, SteamVR
- Performance Optimized smooth 90+ FPS
What's Included
- VR Concept & Prototyping
- 3D Environment Modeling
- Unity/Unreal Engine Development
- VR Interaction Programming
- Hand Tracking & Controllers
- Comfort Optimization
- Multi-Platform Testing
- Performance Tuning (90+ FPS)
- VR Analytics Integration
- Deployment to VR Stores
What We Build
VR Training
Immersive safety training, equipment operation, and soft skills in risk-free virtual environments.
Virtual Showrooms
Interactive 3D product showcases and virtual real estate tours accessible worldwide.
Multi-User VR
Collaborative virtual spaces for meetings, events, and social VR with real-time interaction.
Frequently Asked Questions
What VR development services do you provide?
VR training simulations (safety, equipment, soft skills), virtual showrooms/real estate tours, VR games/entertainment, healthcare VR (surgical training, therapy), educational VR (museums, science labs), multi-user collaborative spaces, VR conferencing, architectural visualization, industrial design review. Built with Unity, Unreal Engine for Quest 2/3/Pro, PSVR2, SteamVR, Pico, Varjo.
How much does VR development cost?
Simple VR experiences (360° videos, basic interactions): $60K–$100K. Interactive training simulations: $100K–$250K. Complex multi-user platforms: $250K–$500K+. Photorealistic architectural VR: $500K+. Includes 3D environments, interaction programming, multi-platform optimization, VR UI/UX, comfort optimization, cross-headset testing. Monthly content updates: $10K–$25K.
Which VR platforms do you support?
Meta Quest 2/3/Pro (standalone, 40%+ market share), PSVR2 (PlayStation, high-end graphics), SteamVR/PC VR (Valve Index, HTC Vive Pro—highest fidelity, tethered), Pico (enterprise, international), Varjo (photorealistic enterprise). Selection based on: target audience (consumer vs enterprise), graphics fidelity, standalone vs tethered, hand tracking, budget. Often build cross-platform.
What can VR be used for in business?
Training (safety, equipment, soft skills—75% retention vs 10% traditional), Real Estate (virtual tours, reduce travel), Manufacturing (assembly training, design reviews—40% prototyping cost reduction), Healthcare (surgical training, therapy, pain management), Retail (virtual showrooms at scale), Architecture (client walkthroughs before construction), Education (immersive learning, dangerous experiments), Remote Collaboration (virtual meetings, reduce travel).
How long does VR development take?
Simple VR experiences: 3–4 months. Interactive training: 6–9 months. Complex multi-user platforms: 9–18 months. Includes concept/prototyping, 3D environment modeling (40–50% of timeline), interaction programming, VR comfort optimization (critical—preventing motion sickness), multi-headset testing, performance optimization (90 FPS minimum), deployment. High-fidelity environments require significant modeling time.
How do you prevent motion sickness?
Prevention requires: consistent 90 FPS minimum (72 FPS absolute minimum), avoid artificial locomotion (use teleportation), minimize camera rotation not user-initiated, provide stationary reference points (cockpit view), gradual acceleration/deceleration, vignette effects during movement, comfort settings (snap vs smooth turning), extensive user testing. Follow Oculus/Meta comfort guidelines. Well-designed VR: <5% discomfort vs 30%+ poorly optimized.
VR vs AR difference?
VR (Virtual Reality): fully immersive—blocks real world, transports to entirely digital environments via headsets. Best for: training simulations, gaming, virtual tours, complete environment control. AR (Augmented Reality): overlays digital on real world via smartphones/AR glasses. Best for: product visualization, maintenance, navigation. VR offers deeper immersion. AR offers convenience and real-world context. Mixed Reality (MR) blends both.
Do users need expensive VR equipment?
Affordable standalone: Meta Quest 2 ($299), Quest 3 ($499)—no PC, good quality, growing market. Mid-range: PSVR2 ($549) needs PlayStation 5. High-end PC VR: Valve Index ($999), Varjo ($3K+) needs gaming PC ($1.5K+)—best graphics/precision. For enterprise, recommend Quest 3/Quest Pro for balance of quality, cost, manageability. Consumer VR mainstream—100M+ headsets shipped. We optimize for Quest for widest reach.
Can VR work for remote collaboration?
Yes. VR enables immersive remote collaboration: virtual meeting rooms with spatial audio, 3D object manipulation/annotation, whiteboarding/presentations, avatar-based interaction with realistic body language, shared virtual workspaces, multi-user design reviews. Benefits: stronger presence, better spatial understanding for 3D work, reduced Zoom fatigue. Platforms: Horizon Workrooms, Spatial, custom enterprise VR. Supports 10–50 simultaneous users. Needs stable internet (10+ Mbps). Training retention improves 60% vs video.
How do you measure VR training effectiveness?
Analytics track: completion rates (VR 90%+ vs 60% e-learning), performance metrics (task completion time, accuracy, safety violations), knowledge retention (30/60/90 days—VR shows 75% vs 10–20% traditional), engagement (time, interaction rates), behavioral changes in real-world, cost savings (reduced equipment damage, fewer accidents), user confidence surveys. Integrate with LMS platforms. Studies show VR delivers 4x faster learning, 275% more confidence.
Ready to Build Virtual Reality Experiences?
Let's create an immersive VR solution that transforms training, showcases products, or entertains audiences.
Key Takeaways
We develop fully immersive VR experiences for Meta Quest, PSVR2, and SteamVR using Unity and Unreal Engine. From training simulations to virtual showrooms and multi-user collaboration. Starting at $60K with 3-18 month timelines including comfort optimization and 90+ FPS performance.
- Photorealistic environments with comfort-first design preventing motion sickness in 95%+ of users.
- Cross-platform deployment optimized for standalone and PC VR with consistent 90+ FPS performance.
- VR training delivers 75% knowledge retention and 4x faster learning vs traditional methods with comprehensive analytics.