IonVR
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.
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 |
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
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
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/