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IonVR

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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.

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
Manufacturer IonVR
Announcement Date 2015
Release Date Late 2016 (Planned, not released)
Price $229 USD
Website http://ionvr.com/
Requires Smartphone (4.6"-6" screen), 2 AAA batteries
System
Operating System iOS, Android, Windows
Storage
Display
Display Smartphone display
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
Eye Tracking No
Face Tracking No
Hand Tracking Yes (with Intel RealSense)
Body Tracking No
Rotational Tracking Yes
Positional Tracking Yes (with Intel RealSense)
Tracking Volume Up to 3 meters (with Intel RealSense)
Audio
Audio Uses smartphone audio
Microphone Uses smartphone microphone
Camera Intel RealSense ZR300 (optional)
Connectivity
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
Weight 12 ounces
Material 3D printed modular design
Headstrap 3 point strap
Color Black with red accents (pre-production)
Sensors Accelerometer
Input Compatible with Bluetooth controllers
Cable Length Wireless

Overview

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.[1] The headset featured custom electronics and optics that set it apart from simpler Google Cardboard-style viewers.[2]

The device was priced at $229 USD for pre-orders, positioning it between budget cardboard viewers and premium VR headsets like the Oculus Rift.[3]

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.[4] 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.[5]

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.[1] This future-proofing approach was intended to extend the product's lifespan and provide better value to consumers.

Intel RealSense Integration

In partnership with Intel, IonVR demonstrated integration with the Intel RealSense Smartphone Developer Kit, featuring the ZR300 camera. This collaboration enabled:

  • Untethered six degrees of freedom (6DOF) tracking
  • Object virtualization: Real-world objects appeared as 3D point clouds in the virtual environment
  • 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[6]

Technical Specifications

Category Specification
Display Requirements
  • Screen size: 4.6"–6"
  • Resolution: Minimum 720p, 1080p recommended, 2K ideal
  • Compatible with Super AMOLED and IPS displays
Optics
  • Less than 5% distortion
  • Less than 100 microns lateral color
  • Adjustable IPD (Interpupillary Distance)
  • 15mm eye relief for glasses wearers
Field of View 80-100 degrees (varies by phone and screen size)
Power
  • 2 AAA batteries (Lithium recommended for weight reduction)
  • Over 300 hours of continuous use
Physical
  • Weight: 12 ounces
  • Dimensions: 7.3 in × 5.5 in × 3.6 in
  • 3-point head strap
  • 3D printed modular design
Compatibility
  • Operating Systems: iOS, Android, Windows
  • Phone must have accelerometer
  • Does not communicate with or drain smartphone battery

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.[1]

The company was led by CEO Brooke Linville and positioned itself as "Virtual Reality for the Mobile Mainstream."[7] According to Tracxn, IonVR had 179 competitors, including major players like Oculus, Pimax, and HTC Vive.[8]

Content Strategy

IonVR planned to leverage existing mobile VR ecosystems for content, including:

The headset was demonstrated with games like Gameloft's N.O.V.A. 3, showcasing its capability to run existing mobile content.[5]

Market Reception and Fate

Despite generating significant interest at CES 2016 and securing over 1,000 pre-orders, IonVR never made it to market.[1] 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.[1]

The company is now listed as "deadpooled" (defunct) on business tracking platforms, with no recent activity reported.[8] 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.

See Also

References

  1. 1.0 1.1 1.2 1.3 1.4 VR & AR Wiki. "IonVR". Retrieved from https://vrarwiki.com/wiki/IonVR
  2. 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. 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/
  4. 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
  5. 5.0 5.1 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
  6. 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
  7. LinkedIn. "IonVR Company Profile". https://www.linkedin.com/company/ion-vr
  8. 8.0 8.1 8.2 Tracxn (2025-04-26). "IonVR - 2025 Company Profile & Competitors". https://tracxn.com/d/companies/ionvr/__VmcYer_Wqo5Mgx2MFY93STW1_9jIFbVBaIDkwlfkSDs