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Xinreality (talk | contribs) 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 = | |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 = | ||
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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 = | ||
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|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 = | ||
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> | ||
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|- | |- | ||
| '''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''' || | ||
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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 | |||
|} | |} | ||
== 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=" | * 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. | ||
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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]] |