IonVR: Difference between revisions
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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 = | |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. | |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 = | ||
Line 46: | Line 46: | ||
|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) | ||
Line 68: | Line 68: | ||
|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 = | ||
Line 85: | Line 85: | ||
|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. | |||
== 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) | |||
|} | |||
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 | |||
The | 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 | 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]], | 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> | ||
Line 116: | Line 134: | ||
|- | |- | ||
| '''Display Requirements''' || | | '''Display Requirements''' || | ||
* Screen size: 4. | * 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''' || | ||
Line 142: | Line 167: | ||
* 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 | |||
|} | |} | ||
== Content Strategy == | == Content Strategy == | ||
Line 154: | Line 175: | ||
* [[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=" | * 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"/> | |||
== 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 | 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. | ||
Line 165: | Line 192: | ||
== 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 == | ||
Line 172: | Line 201: | ||
* [[VR sickness]] | * [[VR sickness]] | ||
* [[Intel RealSense]] | * [[Intel RealSense]] | ||
* [[Mobile virtual reality]] | |||
== References == | == References == | ||
Line 183: | Line 213: | ||
<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]] |
Latest revision as of 19:51, 2 July 2025
IonVR | |
---|---|
![]() | |
Basic Info | |
VR/AR | Virtual Reality |
Type | Head-mounted display |
Subtype | Phone-Powered VR |
Platform | Platform agnostic |
Creator | Dan Thurber, Brooke Linville |
Developer | IonVR (Ion Virtual Technology Corporation) |
Manufacturer | IonVR (Ion Virtual Technology Corporation) |
Announcement Date | September 22, 2015 |
Release Date | March 2016 (Developer units, planned but not released) |
Price | $229 USD |
Website | http://ionvr.com/ |
Requires | Smartphone (4.5"-6" screen), 2 AAA batteries |
System | |
Operating System | iOS, Android, Windows |
Storage | |
Display | |
Display | Smartphone display (Super AMOLED or IPS) |
Resolution | Min. 720p resolution, 1080p recommended, 2K ideal |
Image | |
Field of View | 80-100 degrees |
Optics | |
Optics | Proprietary optical system with less than 5% distortion |
Ocularity | Binocular |
IPD Range | Adjustable IPD |
Passthrough | Yes (with Intel RealSense) |
Tracking | |
Tracking | Rotational (3DOF), Positional (6DOF with Intel RealSense) |
Eye Tracking | No |
Face Tracking | No |
Hand Tracking | Yes (with Intel RealSense) |
Body Tracking | No |
Rotational Tracking | Yes (3-axis IMU) |
Positional Tracking | Yes (with Intel RealSense ZR300) |
Tracking Volume | Up to 3 meters (with Intel RealSense) |
Audio | |
Audio | Uses smartphone audio |
Microphone | Uses smartphone microphone |
Camera | Intel RealSense ZR300 (optional) |
Connectivity | |
Bluetooth | Compatible with Bluetooth controllers |
Power | 2 AAA batteries |
Battery Life | Over 300 hours of continuous use |
Device | |
Dimensions | 7.3 in x 5.5 in x 3.6 in (185 mm × 140 mm × 92 mm) |
Weight | 12 ounces (340 g) |
Material | 3D printed modular design |
Headstrap | 3-point elastic/Velcro strap |
Color | Black with red accents (pre-production) |
Sensors | Accelerometer, proprietary IMU |
Input | Compatible with Bluetooth controllers |
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.[1][2] 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.
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.[1] The headset featured custom electronics and optics that set it apart from simpler Google Cardboard-style viewers.[2]
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.[3] It was priced at $229 USD for pre-orders, positioning it between budget cardboard viewers and premium VR headsets like the Oculus Rift.[4]
Development History
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) |
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.[1][5]
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).[6] According to Tracxn, IonVR had 179 competitors, including major players like Oculus, Pimax, and HTC Vive.[7]
Key Features
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.[8] 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.[9]
Modular Design
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.[1] This future-proofing approach was intended to extend the product's lifespan and provide better value to consumers.
Intel RealSense Integration
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 - allowing users to physically walk around a room-scale playspace
- 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
- Passthrough capabilities: The ability to see real-world obstacles while in VR[10]
Technical Specifications
Category | Specification |
---|---|
Display Requirements |
|
Optics |
|
Field of View | 80-100 degrees (varies by phone and screen size) |
Tracking |
|
Power |
|
Physical |
|
Compatibility |
|
Content Strategy
IonVR planned to leverage existing mobile VR ecosystems for content, including:
- Google Cardboard applications
- YouTube VR content
- Existing mobile VR games and experiences
- Partnership with The Virtual Reality Company (VRC), a VR studio led by director Robert Stromberg and advised by Steven Spielberg[11]
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.[9]
Awards and Recognition
- CES Innovation Award Honoree - January 2016[10]
- Featured in the VR Pavilion at TechCrunch Disrupt SF 2015[3]
Market Reception and Fate
Despite generating significant interest at CES 2016 and securing over 1,000 pre-orders by January 2016, IonVR never made it to market.[1][5] 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.[1]
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.[12]
The company is now listed as "deadpooled" (defunct) on business tracking platforms, with no recent activity reported.[7] 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.
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.
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
- Google Cardboard
- Samsung Gear VR
- Smartphone VR headset
- VR sickness
- Intel RealSense
- Mobile virtual reality
References
- ↑ 1.0 1.1 1.2 1.3 1.4 1.5 VR & AR Wiki. "IonVR". Retrieved from https://vrarwiki.com/wiki/IonVR
- ↑ 2.0 2.1 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/
- ↑ 3.0 3.1 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/
- ↑ 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/
- ↑ 5.0 5.1 Idaho Business Review (2016-03-04). "Brooke Linville, CEO, IonVR in Boise". https://idahobusinessreview.com/2016/03/04/brooke-linville-ceo-ionvr-in-boise/
- ↑ LinkedIn. "IonVR Company Profile". https://www.linkedin.com/company/ion-vr
- ↑ 7.0 7.1 Tracxn (2025-04-26). "IonVR - 2025 Company Profile & Competitors". https://tracxn.com/d/companies/ionvr/__VmcYer_Wqo5Mgx2MFY93STW1_9jIFbVBaIDkwlfkSDs
- ↑ 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
- ↑ 9.0 9.1 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
- ↑ 10.0 10.1 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
- ↑ 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
- ↑ 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/