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Created page with "{{Device Infobox |image = |VR/AR = Virtual Reality |Type = Head-mounted display |Subtype = Phone-Powered VR |Platform = Platform agnostic |Creator = Dan Thurber, Brooke Linville |Developer = IonVR |Manufacturer = IonVR |Announcement Date = 2015 |Release Date = Late 2016 (Planned, not released) |Price = $229 USD |Website = http://ionvr.com/ |Versions = |Requires = Smartphone (4.6"-6" screen), 2 AAA batteries |Predecessor = |Successor = |Operating System = iOS, Android..."
 
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{{Device Infobox
{{Device Infobox
|image =  
|image = [[File:IonVR1.jpeg|300px]]
|VR/AR = Virtual Reality
|VR/AR = [[Virtual Reality]]
|Type = Head-mounted display
|Type = [[Head-mounted display]]
|Subtype = Phone-Powered VR
|Subtype = [[Phone-Powered VR]]
|Platform = Platform agnostic
|Platform = Platform agnostic
|Creator = Dan Thurber, Brooke Linville
|Creator = Dan Thurber, Brooke Linville
|Developer = IonVR
|Developer = IonVR (Ion Virtual Technology Corporation)
|Manufacturer = IonVR
|Manufacturer = IonVR (Ion Virtual Technology Corporation)
|Announcement Date = 2015
|Announcement Date = September 22, 2015
|Release Date = Late 2016 (Planned, not released)
|Release Date = March 2016 (Developer units, planned but not released)
|Price = $229 USD
|Price = $229 USD
|Website = http://ionvr.com/
|Website = http://ionvr.com/
|Versions =  
|Versions =  
|Requires = Smartphone (4.6"-6" screen), 2 AAA batteries
|Requires = Smartphone (4.5"-6" screen), 2 AAA batteries
|Predecessor =  
|Predecessor =  
|Successor =  
|Successor =  
Line 24: Line 24:
|Memory =  
|Memory =  
|SD Card Slot =  
|SD Card Slot =  
|Display = Smartphone display
|Display = Smartphone display (Super AMOLED or IPS)
|Subpixel Layout =  
|Subpixel Layout =  
|Peak Brightness =  
|Peak Brightness =  
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|Adjustable Diopter =  
|Adjustable Diopter =  
|Passthrough = Yes (with Intel RealSense)
|Passthrough = Yes (with Intel RealSense)
|Tracking = Rotational
|Tracking = Rotational (3DOF), Positional (6DOF with Intel RealSense)
|Tracking Frequency =  
|Tracking Frequency =  
|Base Stations =  
|Base Stations =  
Line 53: Line 53:
|Hand Tracking = Yes (with Intel RealSense)
|Hand Tracking = Yes (with Intel RealSense)
|Body Tracking = No
|Body Tracking = No
|Rotational Tracking = Yes
|Rotational Tracking = Yes (3-axis IMU)
|Positional Tracking = Yes (with Intel RealSense)
|Positional Tracking = Yes (with Intel RealSense ZR300)
|Update Rate =  
|Update Rate =  
|Tracking Volume = Up to 3 meters (with Intel RealSense)
|Tracking Volume = Up to 3 meters (with Intel RealSense)
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|Wireless Video =  
|Wireless Video =  
|WiFi =  
|WiFi =  
|Bluetooth =  
|Bluetooth = Compatible with Bluetooth controllers
|Power = 2 AAA batteries
|Power = 2 AAA batteries
|Battery Capacity =  
|Battery Capacity =  
|Battery Life = Over 300 hours of continuous use
|Battery Life = Over 300 hours of continuous use
|Charge Time =  
|Charge Time =  
|Dimensions = 7.3 in x 5.5 in x 3.6 in
|Dimensions = 7.3 in x 5.5 in x 3.6 in (185 mm × 140 mm × 92 mm)
|Weight = 12 ounces
|Weight = 12 ounces (340 g)
|Material = 3D printed modular design
|Material = 3D printed modular design
|Headstrap = 3 point strap
|Headstrap = 3-point elastic/Velcro strap
|Haptics =  
|Haptics =  
|Color = Black with red accents (pre-production)
|Color = Black with red accents (pre-production)
|Sensors = Accelerometer
|Sensors = Accelerometer, proprietary IMU
|Input = Compatible with Bluetooth controllers
|Input = Compatible with Bluetooth controllers
|Compliance =  
|Compliance =  
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|Cable Length = Wireless
|Cable Length = Wireless
}}
}}
'''IonVR''' was a [[smartphone VR headset]] developed by Ion Virtual Technology Corporation, a company founded in 2014 by Dan Thurber and Brooke Linville in [[Boise]], [[Idaho]]. The headset was notable for its proprietary '''MotionSync''' technology, which aimed to greatly reduce [[VR sickness]] compared to other mobile [[virtual reality]] solutions by re-timing and re-projecting images inside the headset rather than on the smartphone GPU.<ref name="vrarwiki">VR & AR Wiki. "IonVR". Retrieved from https://vrarwiki.com/wiki/IonVR</ref><ref name="roadtovr">James, Paul (2016-01-05). "ionVR is a Smartphone VR Headset That Aims to Kill Latency". Road to VR. https://www.roadtovr.com/ionvr-is-a-smartphone-vr-headset-that-aims-to-kill-latency/</ref> Despite generating significant interest, winning a CES Innovation Award Honoree designation, and securing over 1,000 pre-orders, the device was never officially released to the market, and the company is now defunct.


'''IonVR''' was a [[smartphone VR headset]] developed by IonVR, a company founded in 2014 by Dan Thurber and Brooke Linville in [[Boise]], [[Idaho]]. The headset was notable for its proprietary '''MotionSync''' technology, which aimed to greatly reduce [[VR sickness]] compared to other mobile [[virtual reality]] solutions. Despite generating significant interest and over 1,000 pre-orders, the device was never officially released to the market, and the company is now defunct.
== Overview ==
IonVR was designed as a [[mobile VR]] headset that worked with smartphones ranging from 4.5" to 6" in screen size. Unlike many competitors, it was [[platform agnostic]], supporting [[Android]], [[iOS]], and [[Windows]] devices.<ref name="vrarwiki"/> The headset featured custom electronics and optics that set it apart from simpler [[Google Cardboard]]-style viewers.<ref name="roadtovr"/>
 
The device was officially unveiled at [[TechCrunch Disrupt]] San Francisco on September 22, 2015, in the VR Pavilion, where it made its first public demonstration of the MotionSync technology.<ref name="techchrunch">TechCrunch (2015-09-17). "The Four Best Reasons To Attend Disrupt SF". https://techcrunch.com/2015/09/17/the-four-best-reasons-to-attend-disrupt-sf/</ref> It was priced at $229 USD for pre-orders, positioning it between budget cardboard viewers and premium VR headsets like the [[Oculus Rift]].<ref name="harvard">Digital Innovation and Transformation (2017-04-23). "IonVR: Virtual reality, not vomit reality". Harvard Business School. https://d3.harvard.edu/platform-digit/submission/ionvr-virtual-reality-not-vomit-reality/</ref>
 
== Development History ==
{| class="wikitable"
|+ Development Timeline
! Date !! Milestone
|-
| 2014 || Company founded by Dan Thurber and Brooke Linville
|-
| September 22, 2015 || Official debut at TechCrunch Disrupt SF
|-
| January 6, 2016 || Partnership with Intel announced at CES 2016; Named CES Innovation Award Honoree
|-
| March 2016 || Developer units begin shipping (projected)
|}


== Overview ==
IonVR was founded by engineer Dan Thurber, who became interested in VR after experimenting with the [[Oculus DK1]], and marketing executive Brooke Linville, who served as CEO. Thurber led hardware design and utilized [[3D printing]] for prototyping in their garage workshop.<ref name="vrarwiki"/><ref name="idaho">Idaho Business Review (2016-03-04). "Brooke Linville, CEO, IonVR in Boise". https://idahobusinessreview.com/2016/03/04/brooke-linville-ceo-ionvr-in-boise/</ref>
IonVR was designed as a [[mobile VR]] headset that worked with smartphones ranging from 4.6" to 6" in screen size. Unlike many competitors, it was [[platform agnostic]], supporting [[Android]], [[iOS]], and [[Windows]] devices.<ref name="vrarwiki">VR & AR Wiki. "IonVR". Retrieved from https://vrarwiki.com/wiki/IonVR</ref> The headset featured custom electronics and optics that set it apart from simpler [[Google Cardboard]]-style viewers.<ref name="roadtovr">James, Paul (2016-01-05). "ionVR is a Smartphone VR Headset That Aims to Kill Latency". Road to VR. https://www.roadtovr.com/ionvr-is-a-smartphone-vr-headset-that-aims-to-kill-latency/</ref>


The device was priced at $229 USD for pre-orders, positioning it between budget cardboard viewers and premium VR headsets like the [[Oculus Rift]].<ref name="harvard">Digital Innovation and Transformation (2017-04-23). "IonVR: Virtual reality, not vomit reality". Harvard Business School. https://d3.harvard.edu/platform-digit/submission/ionvr-virtual-reality-not-vomit-reality/</ref>
The company positioned itself as "Virtual Reality for the Mobile Mainstream" and gained attention through partnerships with [[XDA-Developers]] and [[The Virtual Reality Company]] (VRC).<ref name="linkedin">LinkedIn. "IonVR Company Profile". https://www.linkedin.com/company/ion-vr</ref> According to [[Tracxn]], IonVR had 179 competitors, including major players like [[Oculus]], [[Pimax]], and [[HTC Vive]].<ref name="tracxn">Tracxn (2025-04-26). "IonVR - 2025 Company Profile & Competitors". https://tracxn.com/d/companies/ionvr/__VmcYer_Wqo5Mgx2MFY93STW1_9jIFbVBaIDkwlfkSDs</ref>


== Key Features ==
== Key Features ==


=== MotionSync Technology ===
=== MotionSync Technology ===
The headset's most prominent feature was its patent-pending '''MotionSync''' technology, which used advanced optics and on-board processing to reduce [[motion blur]] and [[latency]].<ref name="techtimes">Tech Times (2016-01-08). "Intel-Backed IonVR Headset Promises To 'Nearly Eliminate' Motion Sickness: Here's How". https://www.techtimes.com/articles/122514/20160108/intel-backed-ionvr-headset-promises-to-nearly-eliminate-motion-sickness-here-s-how.htm</ref> This technology was specifically designed to address [[VR sickness]], a common problem in mobile VR experiences caused by lag between head movement and visual response.<ref name="yahoo">Yahoo (2015-11-11). "IonVR Mobile Headset Combats VR Sickness". https://www.yahoo.com/lifestyle/tagged/travel/ideas/ionvr-mobile-headset-combats-vr-142355198.html</ref>
The headset's most prominent feature was its patent-pending '''MotionSync''' technology, which used advanced optics and on-board processing to reduce [[motion blur]] and [[latency]].<ref name="techtimes">Tech Times (2016-01-08). "Intel-Backed IonVR Headset Promises To 'Nearly Eliminate' Motion Sickness: Here's How". https://www.techtimes.com/articles/122514/20160108/intel-backed-ionvr-headset-promises-to-nearly-eliminate-motion-sickness-here-s-how.htm</ref> This system moved the distortion rendering from the mobile device to the headset itself, resulting in a clearer image and conserving the phone's battery life. The technology specifically addressed [[VR sickness]], a common problem in mobile VR experiences caused by lag between head movement and visual response.<ref name="yahoo">Yahoo (2015-11-11). "IonVR Mobile Headset Combats VR Sickness". https://www.yahoo.com/lifestyle/tagged/travel/ideas/ionvr-mobile-headset-combats-vr-142355198.html</ref>


=== Modular Design ===
=== Modular Design ===
IonVR featured a modular design that allowed users to replace the smartphone holder as newer devices were released, rather than purchasing an entirely new headset.<ref name="vrarwiki"/> This future-proofing approach was intended to extend the product's lifespan and provide better value to consumers.
IonVR featured a modular design with interchangeable phone cradles that allowed users to replace the smartphone holder as newer devices were released, rather than purchasing an entirely new headset.<ref name="vrarwiki"/> This future-proofing approach was intended to extend the product's lifespan and provide better value to consumers.


=== Intel RealSense Integration ===
=== Intel RealSense Integration ===
In partnership with [[Intel]], IonVR demonstrated integration with the [[Intel RealSense]] Smartphone Developer Kit, featuring the ZR300 camera. This collaboration enabled:
In January 2016, IonVR announced a partnership with [[Intel]] at [[CES 2016]], demonstrating integration with the [[Intel RealSense]] Smartphone Developer Kit, featuring the ZR300 camera. This collaboration enabled:


* '''Untethered [[six degrees of freedom]] (6DOF)''' tracking
* '''Untethered [[six degrees of freedom]] (6DOF)''' tracking - allowing users to physically walk around a room-scale playspace
* '''Object virtualization''': Real-world objects appeared as 3D point clouds in the virtual environment
* '''Object virtualization''': Real-world objects appeared as 3D point clouds in the virtual environment
* '''3D mapping and object detection''' capabilities
* '''Hand tracking''': Users could see and interact with virtual representations of their hands
* '''Hand tracking''': Users could see and interact with virtual representations of their hands
* '''Passthrough capabilities''': The ability to see real-world obstacles while in VR<ref name="businesswire">Business Wire (2016-01-06). "IonVR Works with Intel® to Create First Untethered Six-Degrees-of-Freedom VR Experience on Mobile Platform". https://www.businesswire.com/news/home/20160106005632/en/IonVR-Works-Intel%C2%AE-Create-Untethered-Six-Degrees-of-Freedom-VR</ref>
* '''Passthrough capabilities''': The ability to see real-world obstacles while in VR<ref name="businesswire">Business Wire (2016-01-06). "IonVR Works with Intel® to Create First Untethered Six-Degrees-of-Freedom VR Experience on Mobile Platform". https://www.businesswire.com/news/home/20160106005632/en/IonVR-Works-Intel%C2%AE-Create-Untethered-Six-Degrees-of-Freedom-VR</ref>
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|-
|-
| '''Display Requirements''' ||  
| '''Display Requirements''' ||  
* Screen size: 4.6"–6"
* Screen size: 4.5"–6"
* Resolution: Minimum 720p, 1080p recommended, 2K ideal
* Resolution: Minimum 720p, 1080p recommended, 2K ideal
* Compatible with Super AMOLED and IPS displays
* Compatible with Super AMOLED and IPS displays
|-
|-
| '''Optics''' ||  
| '''Optics''' ||  
* Less than 5% distortion
* Less than 5% barrel distortion
* Less than 100 microns lateral color
* Less than 100 microns lateral color (chromatic aberration)
* Adjustable [[IPD]] (Interpupillary Distance)
* Adjustable [[IPD]] (Interpupillary Distance)
* 15mm eye relief for glasses wearers
* 15mm eye relief for glasses wearers
* Proprietary lens stack
|-
|-
| '''Field of View''' || 80-100 degrees (varies by phone and screen size)
| '''Field of View''' || 80-100 degrees (varies by phone and screen size)
|-
| '''Tracking''' ||
* Rotational: 3-axis IMU (proprietary, higher frequency than most smartphones)
* Positional: 6DOF with Intel RealSense ZR300 (optional)
|-
|-
| '''Power''' ||  
| '''Power''' ||  
* 2 AAA batteries (Lithium recommended for weight reduction)
* 2 AAA batteries (Lithium recommended for weight reduction)
* Over 300 hours of continuous use
* Over 300 hours of continuous use
* Independent from phone battery
|-
|-
| '''Physical''' ||  
| '''Physical''' ||  
* Weight: 12 ounces
* Weight: 12 ounces (340g) without phone
* Dimensions: 7.3 in × 5.5 in × 3.6 in
* Dimensions: 7.3 in × 5.5 in × 3.6 in (185mm × 140mm × 92mm)
* 3-point head strap
* 3-point elastic/Velcro head strap
* 3D printed modular design
* 3D printed modular design
* Color: Black with red accents (pre-production)
|-
|-
| '''Compatibility''' ||  
| '''Compatibility''' ||  
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* Phone must have accelerometer
* Phone must have accelerometer
* Does not communicate with or drain smartphone battery
* Does not communicate with or drain smartphone battery
* Compatible with Bluetooth controllers
|}
|}
== Development History ==
IonVR was founded in 2014 by Dan Thurber, who became interested in VR after experimenting with the [[Oculus DK1]]. Thurber recognized the potential of VR beyond gaming and identified inherent problems with existing VR solutions, particularly motion sickness.<ref name="vrarwiki"/>
The company was led by CEO Brooke Linville and positioned itself as "Virtual Reality for the Mobile Mainstream."<ref name="linkedin">LinkedIn. "IonVR Company Profile". https://www.linkedin.com/company/ion-vr</ref> According to [[Tracxn]], IonVR had 179 competitors, including major players like [[Oculus]], [[Pimax]], and [[HTC Vive]].<ref name="tracxn">Tracxn (2025-04-26). "IonVR - 2025 Company Profile & Competitors". https://tracxn.com/d/companies/ionvr/__VmcYer_Wqo5Mgx2MFY93STW1_9jIFbVBaIDkwlfkSDs</ref>


== Content Strategy ==
== Content Strategy ==
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* [[YouTube VR]] content
* [[YouTube VR]] content
* Existing mobile VR games and experiences
* Existing mobile VR games and experiences
* Partnership with VRC, a VR studio<ref name="tracxn"/>
* Partnership with [[The Virtual Reality Company]] (VRC), a VR studio led by director [[Robert Stromberg]] and advised by [[Steven Spielberg]]<ref name="prnewswire">PR Newswire (2015-09-29). "VRC and IonVR Forge Strategic Partnership". https://www.prnewswire.com/news-releases/vrc-and-ionvr-forge-strategic-partnership-300145811.html</ref>
 
The headset was demonstrated at TechCrunch Disrupt with VRC content and games like Gameloft's N.O.V.A. 3, showcasing its capability to run existing mobile content.<ref name="yahoo"/>


The headset was demonstrated with games like Gameloft's N.O.V.A. 3, showcasing its capability to run existing mobile content.<ref name="yahoo"/>
== Awards and Recognition ==
* '''CES Innovation Award Honoree''' - January 2016<ref name="businesswire"/>
* Featured in the VR Pavilion at TechCrunch Disrupt SF 2015<ref name="techchrunch"/>


== Market Reception and Fate ==
== Market Reception and Fate ==
Despite generating significant interest at [[CES 2016]] and securing over 1,000 pre-orders, IonVR never made it to market.<ref name="vrarwiki"/> The device was scheduled for release in late 2016, but a check of the company's website showed no indication of the unit being released.<ref name="vrarwiki"/>
Despite generating significant interest at [[CES 2016]] and securing over 1,000 pre-orders by January 2016, IonVR never made it to market.<ref name="vrarwiki"/><ref name="idaho"/> The device was scheduled for release with developer units shipping in March 2016, but a check of the company's website showed no indication of the unit being released.<ref name="vrarwiki"/>
 
Early hands-on impressions praised IonVR's clarity and comfort, noting dramatically lower smear and latency compared to generic [[Google Cardboard]] viewers. Technology analysts at [[Forbes]] and other publications pointed to MotionSync as a promising hardware approach to solving VR sickness.<ref name="forbes">Forbes (2015-07-03). "Some Of The Most Interesting VR Technology May Not Have Been at E3". https://www.forbes.com/sites/patrickmoorhead/2015/07/03/some-of-the-most-interesting-vr-may-have-not-even-been-at-e3/</ref>


The company is now listed as "deadpooled" (defunct) on business tracking platforms, with no recent activity reported.<ref name="tracxn"/> The reasons for the company's failure to launch are not publicly documented, though the highly competitive mobile VR market and rapid technological changes in the VR industry during 2016-2017 may have been contributing factors.
The company is now listed as "deadpooled" (defunct) on business tracking platforms, with no recent activity reported.<ref name="tracxn"/> The reasons for the company's failure to launch are not publicly documented, though the highly competitive mobile VR market and rapid technological changes in the VR industry during 2016-2017 may have been contributing factors.
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== Legacy ==
== Legacy ==
IonVR's focus on solving [[VR sickness]] through hardware innovation represented an important approach in the early mobile VR market. The company's partnership with Intel to create untethered 6DOF mobile VR was particularly forward-thinking, as this capability wouldn't become mainstream in standalone VR headsets until several years later with devices like the [[Oculus Quest]].
IonVR's focus on solving [[VR sickness]] through hardware innovation represented an important approach in the early mobile VR market. The company's partnership with Intel to create untethered 6DOF mobile VR was particularly forward-thinking, as this capability wouldn't become mainstream in standalone VR headsets until several years later with devices like the [[Oculus Quest]].
The MotionSync technology's approach of moving distortion correction and frame re-timing to dedicated headset hardware rather than relying on smartphone processing was a unique solution that addressed the limitations of phone-based VR systems of the era.


== See Also ==
== See Also ==
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* [[VR sickness]]
* [[VR sickness]]
* [[Intel RealSense]]
* [[Intel RealSense]]
* [[Mobile virtual reality]]


== References ==
== References ==
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<ref name="linkedin">LinkedIn. "IonVR Company Profile". https://www.linkedin.com/company/ion-vr</ref>
<ref name="linkedin">LinkedIn. "IonVR Company Profile". https://www.linkedin.com/company/ion-vr</ref>
<ref name="tracxn">Tracxn (2025-04-26). "IonVR - 2025 Company Profile & Competitors". https://tracxn.com/d/companies/ionvr/__VmcYer_Wqo5Mgx2MFY93STW1_9jIFbVBaIDkwlfkSDs</ref>
<ref name="tracxn">Tracxn (2025-04-26). "IonVR - 2025 Company Profile & Competitors". https://tracxn.com/d/companies/ionvr/__VmcYer_Wqo5Mgx2MFY93STW1_9jIFbVBaIDkwlfkSDs</ref>
<ref name="idaho">Idaho Business Review (2016-03-04). "Brooke Linville, CEO, IonVR in Boise". https://idahobusinessreview.com/2016/03/04/brooke-linville-ceo-ionvr-in-boise/</ref>
<ref name="techchrunch">TechCrunch (2015-09-17). "The Four Best Reasons To Attend Disrupt SF". https://techcrunch.com/2015/09/17/the-four-best-reasons-to-attend-disrupt-sf/</ref>
<ref name="prnewswire">PR Newswire (2015-09-29). "VRC and IonVR Forge Strategic Partnership". https://www.prnewswire.com/news-releases/vrc-and-ionvr-forge-strategic-partnership-300145811.html</ref>
<ref name="forbes">Forbes (2015-07-03). "Some Of The Most Interesting VR Technology May Not Have Been at E3". https://www.forbes.com/sites/patrickmoorhead/2015/07/03/some-of-the-most-interesting-vr-may-have-not-even-been-at-e3/</ref>
</references>
</references>


[[Category:Devices]]
[[Category:Virtual Reality Devices]]
[[Category:Virtual Reality Headsets]]
[[Category:Virtual Reality Headsets]]
[[Category:Mobile VR]]
[[Category:Mobile VR]]
[[Category:Defunct VR Companies]]
[[Category:Defunct VR Companies]]
[[Category:Products introduced in 2015]]
[[Category:Products introduced in 2015]]