IonVR
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 |
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 4.6" 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 |
|
Optics |
|
Field of View | 80-100 degrees (varies by phone and screen size) |
Power |
|
Physical |
|
Compatibility |
|
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:
- Google Cardboard applications
- YouTube VR content
- Existing mobile VR games and experiences
- Partnership with VRC, a VR studio[8]
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
- ↑ 1.0 1.1 1.2 1.3 1.4 VR & AR Wiki. "IonVR". Retrieved from https://vrarwiki.com/wiki/IonVR
- ↑ 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/
- ↑ 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/
- ↑ 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
- ↑ 5.0 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
- ↑ 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
- ↑ LinkedIn. "IonVR Company Profile". https://www.linkedin.com/company/ion-vr
- ↑ 8.0 8.1 8.2 Tracxn (2025-04-26). "IonVR - 2025 Company Profile & Competitors". https://tracxn.com/d/companies/ionvr/__VmcYer_Wqo5Mgx2MFY93STW1_9jIFbVBaIDkwlfkSDs