RenderManager and other developer updates

Here is a brief update on new repositories and features and major enhancements for the OSVR software platform.


  • OSVR RenderManager is now open-sourced
  • New documentation repository as well as global search from
  • Dozens of new devices
  • Support for latest Unity and Unreal versions including new samples

Details below


A new documentation repository saves as the gateway for developer documentation, tips and tricks, configuration instructions and a whole lot more. Please visit

Because this is an open-source repository, we encourage you to contribute to it and share your experience.


RenderManager was previously distributed as closed-source but now it has been split into an open-source repository that performs most of the functions and two closed-source repositories (one for NVIDIA, one for AMD) that require individual NDAs with NVIDIA or AMD

What RenderManager Provides?

RenderManager provides a number of functions beyond the OSVR-Core library in support of VR rendering. It wraps the Core functions in an easy-to-use interface that implements many VR-specific needs.

  • DirectMode: On platforms that support it, RenderManager implements direct rendering to the display, bypassing operating-system delays and enabling front- buffer rendering. On Windows, this is implemented using nVidia’s VR Direct Mode rendering and AMD’s Direct-to-Display rendering. These share a common interface in RenderManager and plans are underway to extend these to new operating systems as they become available. DirectMode supports both D3D11 and OpenGL (core and legacy) on Windows.

The following capabilities are provided on all supported platforms:

  • Distortion correction: This enables undistortion of HMD lenses. Configuration files can be used to specify the type of distortion correction used, from several choices: rgb polynomial away from a center, monochromatic unstructured mesh, and rgb unstructured mesh. RenderManager includes distortion-mesh-construction for all of its rendering libraries based on all of the above input types. See RenderManager.h for more information.
  • Time Warp: Synchronous time warp is provided on all platforms. This is done at the same time as the distortion-correction render pass by reading the latest tracking information and adjusting the viewing transformation using the texture matrix to fix up changes due to motion between the start of rendering and its completion. This warping is geometrically correct for strict rotations around the center of projection and is approximated by a 2-meter distance for translations.
  • Rendering state: RenderManager produces graphics-language-specific conversion functions to describe the number and size of required textures, the viewports, projection and ModelView matrices needed to configure rendering for scenes. Configuration files specify the number of eyes, whether they are in a single screen or multiple screens, and their relative orientations. RenderManager takes all viewports and textures in their canonical (up is up) orientation and internally maps to the correct orientation, enabling the use of bitmap fonts and other rendering effects that require canonical orientation. An optional, callback-based rendering path provides these transformations for arbitrary spaces within the OSVR configuration space (head space, hand space, room space, etc.).
  • Window creation: RenderManager uses SDL on Windows, Linux, and Mac systems to construct windows of the appropriate size for a given HMD or on-screen display. Configuration file entries describe window size, placement, and orientation. For non-DirectMode operation, these show up within the operating virtual screen and can be either full-screen or windowed. For DirectMode operation, they provide full- screen operation on one or more displays.
  • OverFill & Oversampling: To enable time warp to work, the rendered view must be larger than the image to be presented on a given frame. This provides a border around the image that can be pulled in as the user’s viewport rotates. Also, the distortion caused by lenses in VR systems can cause a magnification of the screen that requires the application to render pixels at a higher density than the physical display. RenderManager handles both of these capabilities internally, hiding them from the application. Configuration file entries can adjust these; trading rendering speed for performance at run time without changes to the code.

Coming Soon

  • Asynchronous Time Warp is under development as of 2/15/2016. There is a single D3D11 example program that runs on DirectMode displays under Windows. This capability is not yet fully operational (the example program does not work when run without ATW enabled, and there are several open Github issues). When complete, this mode will be enabled by a configuration-file setting. It produces a separate rendering thread that re-warps and re-renders images at full rate even when the application renders too slowly to present a new image each frame.
  • Android support is under development. As of 2/15/2016, the OpenGL internal code is all compatible with OpenGL ES 2.0. Work is underway to port RenderManager to Android on top of the existing OSVR-Core port.
  • DirectMode/Linux is planned as graphics-card vendors finish drivers to enable it on this platform. It is being designed to use the same RenderManager interface and configuration files as the current Windows implementations.

Two RenderManager Interfaces

RenderManager provides two different interfaces, a Get/Present interface and a Callback interface. Example applications are provided that use each. The Callback interface provides the ability to easily render objects in multiple spaces (head space, hand space, etc.). The Get/Present interface lets the application have complete control over render-buffer construction.

Example programs

There are a number of example programs that highlight the different RenderManager interfaces and features.

Key features added to RenderManager

  • Added DirectMode (“Direct to Display” or D2D) support on AMD GPUs for both Direct3D11 and OpenGL on Windows through AMD LiquidVR for headset manufacturers SDK. (NDA component distributed as binary only)
  • Asynchronous Time Warp (currently only in a single example program)
  • Code compiles and links on OS X (still needs fixing for OpenGL/Core)
  • DirectMode works on nVidia cards co-installed with an Intel card
  • DirectModeDebug tool added for nVidia DirectMode
  • Code compiles and runs on Linux with all non-DirectMode features


Primarily User-Facing Changes

  • Windows builds now have the osvr_server_config.HDK13DirectMode.sample.json file copied to be their default osvr_server_config.json config file, enabling video-based tracking with IMU fusion and direct mode by default.
  • Server mainloop will now reduce CPU usage when no clients are connected.

Primarily Developer and Non-Windows Changes

  • Added cross-platform shared export header for libraries.
  • New analysis plugin: generic orientation predictive tracking, can be configured with any orientation device that reports angular velocity as well as input.
  • Fixed behavior of state interfaces when timestamps are non-monotonic: for instance, when replaying a loop of motion-capture data.
  • Dozens of new devices added. See for the full list
  • ​Build-system compatibility with OpenCV 3.1. (Windows binaries are still shipped with OpenCV 2.4.10 by default.)
  • Updates to support additional versions of Boost (1.60) for compilation.
  • Fix automated CI build and pull-request build testing on Travis-CI (building Linux and Mac).
  • New utility shipped: osvr_list_usbserial lists VID, PID, and platform-specific path for each connected USB-Serial device, primarily useful in development. (Uses the osvrUSBSerial library, intended for use by OSVR plugins: so you can embed this capability in your plugin.)
  • Experimental single-filter IMU and video-based tracker plugin merged. Not ready for general usage, but if you’re interested in tracking technology or algorithms, contributions appreciated.


Release 1.2.6  – Recommended upgrade for all HDK users

  • A new metadata package has been added for the HDK 1.3 beltbox audio.


  • This fixes issue #7 for Windows 7 users.
  • Since we can distinguish the beltbox shipped with the 1.3 from that shipped with the 1.2 (and earlier), the names for the devices have been updated to include an HDK version number, which may be convenient for all users. Below is a screen capture from “Devices and Printers” on a machine with both a HDK 1.2 and HDK 1.3 plugged in.
  • Similarly, a new device metadata package has been added to warn users if they have an outdated firmware version on their infrared camera, since this can seriously impact tracking performance. Right-clicking on such a device will reveal a menu entry to bring you to a page where you can download a firmware upgrade tool. If you want to manually upgrade the firmware on your IR camera, use the firmware update tool from


  • The major version numbers on some of the “cosmetic” INF file drivers (currently that’s display, HID, and camera) have been bumped to 10 to pre-empt the basic in-box Windows 10 drivers. This isn’t critical, since they are cosmetic only (they just rename devices in the Device Manager), but it is nice to have.



  • The new OSVRInput module now implements the standard Unreal controller and motion controller interfaces. This module implements the traditional controller button interface as well as the split motion controller interface for both buttons and hand tracking.
  • VR Preview play mode in the Unreal editor now renders the scene into your HMD in direct mode.
  • OSVR DLLs are loaded dynamically at runtime from the plugin binary directory. The plugin will also search in multiple locations for the dlls, including the engine’s third party binaries directory. Previously, these DLLs were copied to the executable directory.
  • Updates for Unreal 4.11. The plugin still works with 4.10.
  • Replaced absolute paths in the build files with engine-relative paths.
  • Breaking changes:
    • All of the original OSVR blueprint API has been deprecated. Due to design issues with the original API, we’ve decided to take a second look and create a more general purpose API. In the meantime, if you are relying on the existing blueprint API, there are instructions in for re-enabling the API. We do not recommend using the API for new projects.
    • Note: if you were using the original blueprint API for hand-tracking or controller buttons, please take a look at the new native controller and motion controller support. You can now access this functionality from your blueprints with the built-in blueprint events and functions from Unreal.


  • Updated for SteamVR-OpenVR 0.9.15
  • Special thanks to community contributor @d235j on github for this update.



A simple QT utility to help users set up their configuration parameters

Chat Rooms, Videos and other Resources

We’ve set up developer chat rooms at Gitter, and they are tied to the GitHub projects.

The list of all rooms is here:

Some existing rooms:

Ever-growing list of supported devices, operating systems and engines is here

New presentation from Unity Vision Summit 2016 on using OSVR to connect (practically) any device to AR/VR is here

Want to Participate?

Interested in contributing? Start here:

New OSVR developer resources and platform updates

A brief update on new features and major enhancements for the OSVR software platform.

Chat Rooms, Videos and other Resources

We’ve set up developer chat rooms at Gitter, and they are tied to the GitHub projects.


The list of all rooms is here:

Some existing rooms:


New video showing how to add OSVR to Unreal projects is here


New step-by-step guide for using OSVR in Unity is here


Explanation of RenderManager options for Unity and beyond is here


Ever-growing list of supported devices, operating systems and engines is here


Short blog post explaining the importance of OSVR’s role as middleware is here


New Repositories

Unity-VR-Samples (repository is here) includes the OSVR version of the samples shipping alongside Unity 5.3. This is a useful way to get started in Unity/OSVR.


  • Extensive stability, latency, performance, and reliability enhancements to the video-based (“positional”) tracking code.

  • New beacon pre-calibration application for use if you want the best performance from an  HDK from the start, every time, along with explanation about the various kinds of calibration involved in the video-based tracking – see

  • New option, enabled by default, to have the Video-IMU tracker fusion automatically reset orientation so that the camera is assumed to be forward.

  • New config files pre-set for the HDK 1.2 and 1.3 for use with RenderManager-enabled applications in direct and extended mode with optional positional tracking, and both front and rear panel trackers enabled by default. These configuration files can also be used with non-RenderManager applications.

  • New/enhanced support for the RenderManager config data to be supplied through the OSVR Server, with several sample config files bundled.

Bug fixes

  • Update display descriptors to correct projection matrices and improve distortion correction.

  • Fix video-based tracker build with some versions of the Windows SDKs.

  • Fixed compiling client applications using Visual Studio 2010.

  • Improved Video-IMU tracker fusion now requires the HMD to be held still in the camera’s view momentarily to provide a more robust determination of the camera’s pose.

  • Corrected transformation of video-based tracker pose into room space in the Video-IMU fusion, fixing mixed movement (e.g. moving sideways producing a sideways-and-down movement).

  • Fixed build system to enable building using system packages of jsoncpp on more non-Windows platforms (tested on Debian Jessie)

OSVR Render Manager

  • Improved distortion correction for the HDK 1.3.

  • Additional unstructured-grid mesh-based distortion correction strategy supported.

  • Additional mono point-sample distortion mesh strategy supported.

  • Support added for systems containing multiple, different vendor GPUs with NVIDIA direct mode, as long as the HMD is attached to a display output directly connected to the NVIDIA GPU. (This supports some, but not all, laptop integrated+discrete configurations, as well as desktop configurations with multiple GPUs or that use an integrated GPU in addition to a discrete GPU. Tested on a laptop with 6th gen Intel Core processor integrated graphics plus NVIDIA 9xxM series discrete, as well as a desktop with a 4th gen Core i7 integrated GPU plus NVIDIA 635 GT OEM discrete.)

  • New direct mode debugging/test tool will check the NVIDIA whitelist, then try to take displays in then out of direct mode, with verbose messaging. Just run “DirectModeDebugging”, from a command prompt window if you want to see the messages produced.

  • Supports new “oversample” configuration parameter to have the application produce a render texture sized to be over- or under-sampled when being distortion mapped and time warped.

  • Updated multi-vendor whitelist.

  • Now works with unmodified configuration files from OSVR-Core in addition to configuration files bundled with the separate Render Manager installer.

  • Update to NVIDIA GameWorks VR SDK for Headsets v1.1 – NVIDIA direct mode reported to require driver 361.43.

Bug Fixes

  • Performance improvements in building distortion meshes.

  • Improved error messages in case of failure in NVIDIA GameWorks VR direct-mode codepath.

  • No longer causes screen flashes due to re-entering direct mode if the display is already in direct mode on application startup.

Known Issues

  • Particularly with a (recommended) “Clean Install” of NVIDIA drivers, application of the “Combined Whitelist” file and rebooting the computer seems required for most systems using the NVIDIA driver version 361.43 to successfully use direct mode. (Driver whitelist issue)

OSVR Unity

  • New “Getting Started” guide for Unity developers:

  • Moved the main “rendering loop” from DisplayController to VRViewer. The biggest change is that a VRViewer with a camera (tagged “MainCamera”) now exists in the scene before runtime (but doesn’t have to). This brings us closer to Unity’s VR setup, as Unity VR projects will always have a MainCamera in the scene, likely referenced by other objects in the scene. A Unity VR scene can be converted to an OSVR-Unity VR scene simply by adding a VRViewer component to the MainCamera (so long as there are also DisplayController and ClientKit components in the scene), without breaking existing references.

  • “DirectMode Preview” feature, but with an expensive implementation by way of leaving the VRViewer camera on during rendering. If performance suffers in DirectMode, the first optimization to make is turning this option off. It is configurable via a boolean in the editor on the DisplayController component. This is an upcoming RenderManager feature, so this will go away soon.

  • New Unity VR Samples project:
    Good for seeing how to convert an existing Unity VR project to OSVR.

  • Updated to work with RenderManager v0.6.35, including functions for setting near and far clipping plane distances and IPD in RenderManager. The near and far clipping planes are copied from the MainCamera in the scene. The IPD is not being set from Unity code, but the functionality is there to pass to RenderManager… will remove this if the IPD value should come from a config file.

  • Also includes “SetRoomRotationUsingHead” and “ClearRoomToWorldTransform” functionality on the RenderManager path, and a “Recenter” prefab that demonstrates using a key to “recenter” the room based on the head’s current orientation.

Bug fixes

  • Fixed head-translation bug with positional tracking + RenderManager.

  • Rendering optimizations. Fixed a bug on the non-RenderManager path that caused an extra render.

  • Fixed bug where VREye was not inheriting initial rotation of VRViewer, causing incorrect rotations when parented to an object with non-zero rotation.

  • Fixed a bug where point lights were causing the display to turn white in some scenes on the RenderManager path.


Known Issues

  • Setting up the VRSurface cameras with Image Effects are a common request. There is a potential solution in the open pull request:
    We’d like some input from the community, especially someone with actual image effects in their game, to see if this actually works in-practice and meets the needs of developers.

  • White line or white rectangle outline on one half of the display in RenderManager, only in the Unity Editor. This does not affect builds.

  • Colored rectangle on one half of the display in RenderManager, only in the Unity Editor. This does not affect builds.

  • Slow “DirectMode Preview” implementation, until the feature is moved to RenderManager.


OSVR Unreal

  • Added RenderManager support! When the game is run from Visual Studio or from the standalone package, the plugin will render the scene in direct mode on your HMD.

  • Updated documentation, including a link to a tutorial video for getting started.

  • Support for Unreal 4.10.

  • Improved error handling and logging when there are errors.

  • The plugin build file now properly copies runtime DLL dependencies (e.g. OSVR-Core DLLs) to the right output binary folder during build/packaging. Previously this required manual copying.

  • Updated FOV, IPD, and projection code to use corresponding APIs from OSVR-Core. Previously these values were calculated or hard-coded in the plugin itself.

  • Removed hard-coded engine module include paths in the plugin build file. This should allow the plugin to work regardless of your Unreal engine install path (or build, if you built the engine from source).


Bug fixes

  • The ImportFromSdk.cmd script now works when SDK paths have whitespace in them.

  • Plugin now reports that the “OSVR HMD” is not connected when the OSVR server is not running or there are errors during startup.

  • Fixed a viewport issue when r.screenpercentage was set to anything other than 100. The plugin now sets r.screenpercentage on startup.

  • Fixed an error when the plugin was shutdown.


  • Updated to the latest OpenVR SDK, which is compatible with the latest release of SteamVR.

  • The plugin has now been verified to work with several SteamVR based games on Steam, including Half Life 2 (beta) and Elite Dangerous.


Bug fixes

  • The plugin now reports a suggested window position based on the corresponding render manager configuration. You can now adjust where the VR compositor window shows up based on your individual display configuration.

  • Fixed an issue where the plugin failed to report the correct IPD.

  • Fixed an issue where the SteamVR server failed to initialize if the VR Compositor window’s initial position was anywhere other than (0, 0).

Want to Participate?

Interested in contributing? Start here:

Any questions or issues? email

Thank you for being part of OSVR!

OSVR closes 2015 with a total of 300 Industry Partners, Now the largest open source VR ecosystem in the industry

 SAN FRANCISCO – Organizers of Open Source Virtual Reality (OSVR), an open software and hardware platform for virtual reality, today announced the addition of 70 new partners to the OSVR network. The increase brings the total number of supporters to 300, making it the largest open source virtual reality ecosystem in the industry.

The ecosystem at a glance:

Category Number of Partners
VR Headsets 19
Game Developers 110
Cinematic Media 14
VR Input Technologies/Peripherals 62
Stores with OSVR supported content 8
Game & Simulation Engines + Middleware 36
Audio 5
Miscellaneous 46
Total 300


New Supporters:

3D Fantastic Reality seeks to combine the latest Virtual Reality software and hardware technology available, to be on the forefront of future trends. Current products include interactive collaborative gaming for several people to share the same virtual space experience.

Anantarupa Studios is a digital content developer based in Jakarta that creates games and applications for marketing purposes. Anantarupa Studios also produce  Intellectual Property projects, , build concepts and develop creative products.

ANTVR, a China VR company focusing on the development of HMD with distortion-free optical solution. ANTVR continues research and development of better display solution to present the best imaging for VR users.

AR&Co, The Asia’s Largest, Award Winning Augmented Reality & Innovative Technology based Company. Since 2009, AR&Co has delivered hundreds of projects across the globe including Indonesia, Singapore, Malaysia, Thailand, Hong Kong, Myanmar, Vietnam, Brunei, Spain, Germany, Nigeria, and Malta.

ARToolKit is a cross-platform SDK for creating augmented reality experiences. First shown in public in 1999, ARToolKit was acquired by DAQRI and released as a Free and Open Source project under a LGPL license in May 2015.

Aurora Gaming is a newly founded Virtual Reality Gaming Lounge based in Dubai who specialize in creating a more immersive and engaging gaming moments by transforming the current sit and stare gaming setup into something more interactive.

Beloola is a WebVR social platform which enables people or companies to easily create 3D spaces, embed in its contents from the best of breed platform (Facebook, YouTube, Spotify …) and then easily share with other people to congregate in the same space.

BinaryVR develops 3D avatar creation and real-time facial tracking technology. Users will be able to create a personalized 3D face from 2D facial photos to track and retarget their facial animations in any transformed CG character or avatar mode.

Bivrost creates complete tools enabling the production and experience of 360 videos.

Broken Window Studios is an independent developer with a focus on narrative-based and experiential gameplay. With their first two titles, Grave and Reflections, Broken Window Studios is integrating VR and advanced control systems to create more immersive experiences. Broken Window Studios has games coming out for Steam, Xbox One and Playstation 4.

Coatsink Software Ltd, developers of Esper and Gang Beasts VR, are looking at bringing a VR title to OSVR in the future.

CorvusVR is an experimental indie VR developer with a focus on Mobile VR.

Deepoon provides a professional virtual reality solution for business and consumers both on mobile platform and Windows platform. Deepoon HMD brings the users into an immersive sight with optimization of latency and large FOV, and also provides a game/video distribution platform for consumers and Deepoon SDK for developers.

Diffract Interactive is an independent game studio focusing exclusively on developing AR/VR content. Their first VR title, a first person archery game, will be released in 2016 for PC and Arcade machines.

Digital Chaotics creates music visualizations using custom software that blends human and artificial intelligence.

Digital Hollywood Univ, VR lab is developing new type of HMD design and experience that focuses not only entertainment but educational experience and social communication.

EON Reality is the World Leader in Virtual and Augmented Reality based knowledge transfer for Industry, Education, and Edutainment.

Evolution Auto Concepts will be opening a Virtual Reality Arcade and will be developing immersive walk through experiences and First Person Shooters.

Exis. LLC has developed SprintR, a wireless footpad that lets you easily walk, run, and jump in VR.

Flying Mollusk LLC developed Nevermind, an immersive biofeedback-enhanced atmospheric adventure experience that ushers users into dark and surreal worlds within the minds of psychological trauma patients.

Glowstick Games is looking to bring their VR content to OSVR and to contribute their experience to the ecosystem.

HandyGames are game developers and supporters of VR and the OSVR platform.

HubVR offers a viable commercial channel for OSVR-supporting game developers interested in creating games with a heavy reliance on these products. Additionally, HubVR will help validate the OSVR platform in a commercial setting designed from the ground-up for VR entertainment, something no other OSVR partner is attempting.

ICM – Institut Chemnitzer Maschinen- und Anlagenbau e.V is a private organization doing research and development, specializing in medical devices.

IgnisVR are an interactive VR content development company that create interactive VR experiences and VR content creation tools using Unity3D.

Incendiary Games is a startup virtual reality gaming studio focused on creating hit games.

Institute for Information Industry is a Taiwan government affiliated unit founded to execute IT related projects. They are creating a conducive environment for VR developers in Taiwan who develop HMDs, software, and hardware. They also provide technical guidance.

Innoactive Digital Realities GmbH helps companies sell their product by using VR showrooms that include VR PoS terminals.

The JR Hildebrand Education initiative is building educational content through real world applications of math and science in motorsport. IndyLabVR is an extension of proven curriculum-based content that brings VR into the classroom as a game-changing tool to reignite engagement and excitement in STEM topics, and transport users to environments never before accessible.

Koolbit is a leading mobile and social casino game developer with the largest library of slot machines for mobile.

Ionized Games developed CAT Interstellar a science fiction game that leverages the power of virtual reality to immerse the player in a new world.

Lucidscape Technologies Inc is building a new kind of massively-distributed 3D simulation engine to power the vast network of interconnected virtual worlds known as the Metaverse.

Miraisens, Inc. is the leading company for 3DHaptics Technology. Players can experience ‘the presence of objects’ as if they existed there physically in virtual reality and video games.

MMOne Company developed the MMOne virtual reality gaming chair. It delivers a full-motion, up-down-all-around experience with hard core VR-oriented games and settings.

NUIA Inc connects natural interaction sensors like 3D cameras, speech engines and eye trackers through a standardized and vendor-agnostic software platform with any device and application.

Opaque Media Group developed Earthlight, a VR game that allows players to experience the journey of becoming an astronaut. Developed in collaboration with NASA, Earthlight features the most realistic depiction of the International Space Station and Low Earth Orbit environment.

Praevidi is a boutique design group that is filling the void for peripherals and accessory products in the VR space with their first offering, the Turris.

PixArt Imaging Inc image sensors with unique proprietary image sensing technologies, resulting in low cost, low voltage, small dimensions, and improved quality. The existing products such as gesture recognition, face detection, eye-tracking sensors, multiple-object detection sensors are suitable for HMD applications.

Resolution Games is a games studio focused on the emerging virtual reality games space. The studio is composed of game industry veterans, serial entrepreneurs and thoughts leaders.

ROD USA LLC is an amusement park equipment company founded in Brazil that recently moved to the US and, in partnership with Rilix Coaster (Brazil), have begun exploring the market for VR simulators.

RymVR Studios LA develops wearable technology, including the RymVR solar panel vest that features CPU/GPU processing, WiFi, heart rate censoring, subwoofer drivers and is fully waterproof and washable.

Semi Cool Productions is building experiences for the VR Comedy Club in California as well as horror experiences with legendary horror director Tom Holland.

SCALE-1 PORTAL is a leading French company specializing in affordable projection-based virtual reality solutions. The startup focuses in providing virtual reality solutions and services to the VR industry, the Real-Estate & Construction, and Entertainment markets. The company also includes an internal development studio which handles the production of SCALE-1 PORTAL their own IP.

Scienverse is the first universal virtual world allowing for easy access to VR apps, and socializing with other people. Scienverse makes every app compatible with any operating system or VR device.

Singularity Lab is a company focused on VR and AR technologies, working on creating a full body tracking solution and a VR MMO game with unique gameplay, based on the actual physical skill of the player.

Split Reality VR is using OSVR headsets to take you down the rabbit hole. The fantastic worlds of SplitVR come alive through the lenses of OSVR headsets.

SONAR is a new kind of cinematic entertainment, striking a balance between traditional movies and interactive media. The short film is a 3D-360° computer-generated sci-fi experience for various virtual reality headsets.

Soverance Studios is a two-man indie team working to bring innovative experiences to virtual reality. Their upcoming title, Ethereal Legends, is a turn-based RPG for virtual reality built in Unreal Engine 4. With a heavy focus on strategic combat, environment puzzles, and huge boss fights, Ethereal Legends aims to bring epic high fantasy to the next generation.

Spectral Reality builds novel and affordable immersive projection systems based on off the shelf components.

Total Cinema 360 is a production house and software development company that believes in the untapped potential of 360 video and virtual reality technology to redefine the creative boundaries of audio/visual storytelling. Founded in early 2013 by New York based filmmakers, Total Cinema 360 has since produced VR content in all facets of the entertainment industry including projects for Disney, MTV, Gannett Digital, Royal Caribbean, MetLife, and DKNY. They created the Total Cinema Player to provide comprehensive distribution solutions for 360 video across all platforms and were one of the first companies to release live action 360 video content.

Vae Victis is an independent game development studio based in Italy. Vae Victis team is constantly involved in research to increase ecreativity throughout new technology of gaming and virtual reality.

VRD is a HMD that works with a lot of game formats and 3D applications. They are developing a solution to integrate multiple tracking formats, such as Oculus DK1, DK2, FreeTrack, TrackIR, Air mouse and other.

VR-Gameplay developed Flying Aces VR a flight sim/combat game set during WWI. Users experience the birth and rise of aerial combat during the Great War (1914-1918).

VRGO is an easy to use locomotion device for virtual reality. Wireless, hands free, and compact, the chair provides natural motion to the VR experience.

Viewpoint Games specializes in virtual reality content and has released VR Karts, a game on the new generation of VR hardware

Vikru develops educational virtual reality applications for schools around the world.

Virtual by Backlight provides immersive experiences based on animation, storytelling and quality graphics. They develop rides, interactive and 4D experiences, using various technologies.

Virtual Reality Concepting’s goal is to develop a framework for VR/AR experiences that is affordable and scalable for future development by working with hardware, software, and VR, AR and marketing partners. They plan to develop natural feeling and immersive content for clients by hosting and technical support on location.

VirZOOM Inc created the VirZOOM Controller to propel users through  VR games, such as powering a horse in a race, a tank in battle, a fire-breathing dragon through mountains.

Vizor is a platform for creating and sharing VR content on the web. The 3D content editor is easy to use, using the advantages of the web and can do real-time collaboration by sharing the URL.

VicoVR develops a sensor that brings Kinect-like gaming and full body avatar animation to MobileVR.

Vrse Inc is a virtual reality media and technology company that develops advanced technology for telling stories in immersive media. Vrse’s platform is available across all major VR headsets, as well as iOS and Android, and houses a curated collection of the highest quality cinematic, story-driven content available today in virtual reality.

VR Seen.Inc focuses on virtual reality and augmented reality content creation and sharing, with offices in Silicon Valley, Hangzhou and Jinhua China. They build an open VR and AR ecosystem with self-developed HMD, APPs, platform, and support 3rd party HMD, contents, and peripherals.

VRstudios provides virtual reality solutions to commercial, government, military, and entertainment clients through wireless, multi-user systems. VRstudios operates three divisions which provide virtual reality solutions to a wide range of clients. VRcade for entertainment, VRdesign for architecture, and VRsolutions for custom VR needs and deployments.

Winged Minds developed VRIS, a universal system of scripts that provides the user with real interaction in the virtual world. It is applicable to any experience with easy modifications and trying to give support to the largest number of HMD´s and motion controls.

WizDish Ltd developed the ROVR, a VR locomotion platform that allows users to walk or run in VR worlds. Nissan, Dominator Yachts and Wells Fargo are using it for experiential marketing, and it is now available for home users.

World Order Studios brings back the era of gaming that does not rely on “Early Access” sales to deliver content.

Yuvine VR GmbH is a Berlin founded startup developing visual brilliance in 3D and focused immersion in virtual reality.

ZOOV360 is one of the first developers in Brazil to produce content in virtual reality. They are working on the development of virtual reality, focusing on tourism and education.

Ziran: Passage to Nature is an on rails VR experience boat ride through nature in calm waters inspired by Taroko Gorge in Taiwan. This experience is aimed for all audiences and especially great for first time users of VR.


OSVR™ is a software platform designed to set an open standard for virtual reality input devices, games and output to provide the best possible VR game experience. Supported by industry leaders, the OSVR framework unites developers and gamers alike under a single platform. Plug in. Play Everything.


For the full list of OSVR supporters go to


Like OSVR on FB:
Follow OSVR on Twitter: .


Open-source RenderManager, enhanced positional tracking and more

Here is a brief update on new features and major enhancements of of the OSVR software

Major additions

Open-source RenderManager plugin for Unity and Unreal

The RenderManager layer (available for download including example programs and source code for these programs from here: ) provides a set of high-performance low-latency rendering utilities for game engines, OpenGL and Direct3D applications. These services include:
  • Support for NVIDIA GameWorks VR
  • Timewarp, updating the rendered image with the freshest predicted tracking data just before providing this image to the graphics card
  • Enable/disable direct render to switch between extended desktop and direct mode
  • Front-buffer rendering
  • Distortion correction using multiple methods including distortion mesh, parametric distortion and more.

RenderManager does this in a generalized way to support multiple HMD configurations including single- and dual-port models, HMDs that prefer portrait or landscape mode, HMDs with required distortion correction and more.


The RenderManager plugin for Unity ( provides an open-source Unity 5.2 and Unity 5.3 plugin that uses RenderManager. This not only provides the RenderManager functionality for Unity applications but also provides a template for integrating RenderManager into other game engines.

Support for Unreal 4.9 is also available at

Auto-calibrating positional tracking with sensor fusion

A major update to the OSVR positional tracking now includes the following:
  • Sensor fusion to combine information from IR camera and IMU into more accurate, smoother tracking information
  • Take into account distortion in IR camera
  • Auto-calibrating position. Overcomes inaccuracies in the expected position of the IR LEDs (such as those due to manufacturing tolerances, opening and closing of OSVR HDK front panel). This is implemented in the OSVR-Core VideoBasedTracker plugin. It uses the following logic:



Improvements to OSVR-Core

  • Improved parsing of the HDK angular velocity data, resulting in much improved predictive tracking.
  • Adjusted HDK predictive tracking interval for a better experience based on improved data.
  • Improved install directories on Linux and Mac


  • Added ClientKit API methods for “re-center” functionality. This allows maintaining a “room-to-world” transform and setting its yaw (rotation about y axis) based on the current head orientation, primarily as an aid for porting from the Oculus SDK.
  • The SDK now ships with a general-purpose, high performance header-only Kalman filter/extended Kalman filter framework, using the Eigen matrix math library
  • Fixes to support the “Ninja” build tool (via CMake) on all platforms for very fast parallel compilation.
  • Optional PluginKit and ClientKit APIs added to the “Tracker” device interface class, exposing linear and angular velocity and acceleration.
  • Removed hard OpenCV dependency from Core
    • Note that if you have an imaging plugin that isn’t using the C++ wrappers, there may be some small changes you’ll want to make in order to ensure stability.
  • The device descriptor is now consulted to determine which callbacks (position, orientation, etc.) for a tracker to trigger.
  • Improved header providing math type interoperation with the Eigen linear algebra library.
  • Fixed reference counting for imaging clients.
  • Improved configure performance by refactoring the header-dependency tests.
  • Switched some internal implementation details from Boost.Fusion to the internal “TypePack” library: should improve compile time and reduce fragility.
  • Updated version of UIforETW Event Tracing code.

Improvements to OSVR-Unity

  • Added support for Unity 5.2 and Unity 5.3
  • Added FPS controller
  • Improved support for HMDs with two video inputs such as Sensics dSight
  • Log an error if no OSVR server was detected.
  • Merged support for Locomotion interface, to support omnidirectional treadmills such as Virtuix Omni
  • Added RenderManager support, but DLLs not yet added to unitypackage

Improvements to OSVR-Unreal

  • Added support for Unreal 4.9
    Added support for RenderManager
  • Use of the DisplayConfig API for improved display configuration reliability and flexibility.
  • Fixed stereo viewport issue.

Improvements to OSVR-HDK-Windows-Drivers

  • Fixed install in non-US locales.

Improvements to OSVR-Tracker-Viewer

  • Reduced size of binaries by not redistributing unused DLLs.


  • Adds predictive tracking to reduce perceived latency
  • Added CMakeLists.txt and instructions for compiling.
  • Added support for dSight dual-display mode in DirectMode and non
  • Adding mutex to make RenderManager more thread-safe
  • Alpha support for dual DirectMode displays (1-buffer rendering only)
  • Applications can now register the same buffer for multiple eyes
  • Client application sets the type of rendering to use, not config file
  • Added Visual Studio merge modules for CRT and MFC to installer
  • Added ability to update distortion mesh while running
  • Added configuration file to run in a non-directmode mono window
  • Added initial distortion correction for the OSVR HDK 1.3
  • Adds configuration file and white list for alpha support of Vuzix display
  • Adds support for two-window, two-display HMDs
  • Applications can now specify near and far clipping planes
  • Enabling the application to double-buffer to avoid copies in Time Warp
  • Making a separate client context for RenderManager (thread safety)
  • Per-eye timing information
  • Powers off DirectMode displays when we close them
  • Removed depth buffer clearing (and existence) from internal rendering pass
  • Removed frame delay when specifying both sync and app-block sync
  • Turns on vsync by default for the direct-mode examples to avoid tearing.
  • Using release 1.0 version of nVidia DirectMode API
Bug fixes:
  • Busy-waits rather than sleeps in demos to avoid O/S delays
  • Checks for zero-sized buffers to enable error report rather than crash
  • Failure to obtain high-priority rendering now returns PARTIAL rather than FAILURE
  • Handles window quit events from SDL
  • Includes the Visual Studio redistributable runtime and Direct3D compiler DLL.
  • Render routines check to see if the display has been opened to avoid crashing.
  • Render() callbacks not called for spaces that do not exist
  • Check for extra vsync to reduce incidence of screen tearing
  • Made the distortion mesh much finer to reduce artifacts
  • The code now reads and responds to the swap_eyes entry in display config
  • The code now responds to time warp enable in config (was not being used)


  • Updates for new releases of SteamVR OpenVR API

New and Updated Interfaces

New Repositories





Blender-OSVR (experimental)


Python-binding (experimental):








  • Utility to calculate LED bright/dark patterns for the OSVR HDK and other devices that use the OSVR IR tracking. Shows how much instantaneous overlap there is among bright LEDs in the different patterns. Allows selecting the number of LEDs, the number of bits to encode them in, and the stride to pick for time offsets among the LEDs. Shows maximum instantaneous power draw for different strides and bit depths.

Check the diagram on for frequent updates on the projects. Current diagram is:


New utilities

Documentation improvements

Special thanks

Thank to all the outside contributors, but a special shout-out to @Armada651 and @d235j


OSVR support for Mac OS X, Linux, Android, SteamVR

We wanted to provide a brief update on new and enhanced support for operating systems and game engines within OSVR.

Operating system support

Mac OS X

In the words of @d235j:

Mac support for OSVR has been steadily improving. The recent HDK firmware update has resolved several USB connectivity issues. The stack cleanly compiles, and the HDK is usable on Mac OS. SteamVR-OSVR also works on Mac OS and Linux, though there are bugs in SteamVR which need to be worked around, and the SteamVR compositor is not available.
A Homebrew tap is now available at, and at present this is the preferred way to install it on Mac OS. Near-term improvements will include improvements to the OSVR Server configuration scheme as well as better ways to locate finding plugins.
Even with these minor issues, OSVR is usable on Mac OS X, as is SteamVR. The remaining issues will be resolved in the near future, with an easy-to-use binary package coming at some point.


We have made several improvements to Android support, including:

  • Multiple deployment models: OSVR client and OSVR server, running on two different processes; client and server running on the same process and thread, as well as client and server running in the same process on different threads.
  • App to launch the OSVR server if automatic launch upon startup is not desired.
  • Improved Unity “Palace” demo
  • Additional Android samples, including using the imager plugin



OSVR is being compiled on Linux everyday as part of our Continuous Integration server. However, we improved the build instructions to make it easier for others. We have also see demos of Unity/OSVR/Oculus on Linux, SteamVR/OSVR on Linux and others.


A new OSVR driver installer has been added for Windows. It sets up drivers including:

  • CDC driver for the OSVR HDK
  • Atmel bootloader driver in case a firmware upgrade is desired to the OSVR HDK
  • Device identification in the Windows control panel and device listing

What’s next?

Aside from improvements to currently-supported platforms, we would like to continue the work towards supporting:

  • iOS
  • Embedded configurations (Linux, Android or others on single-board computers like those from Gumstix). This could enable interesting applications
  • Game consoles: XBOX, PlayStation, etc.

If you have another configuration you’d like to run OSVR on, we’d love to help out.

Game engine support


Quoting @d235j again:

We finally have a working SteamVR driver! This means you can use the OSVR HDK to play SteamVR games, or to develop software that uses the SteamVR API. So far most of the testing has been with jMonkeyEngine (via jMonkeyVR) and Team Fortress 2. TF2 is already quite playable with the HDK. If anyone would like to try using SteamVR-OSVR, binary builds and installation instructions are available at

Just to clarify, the SteamVR-OSVR project allows OSVR-supported hardware to be used with SteamVR. We do not yet have support for HTC Vive as an OSVR device, though I hope that this will be available soon.

What’s next

I am aware of teams working on a Blender plugin as well as CryEngine. If you have another game engine you’d like to integrate with OSVR, we’d love to help out.

Want to participate?

Interested in contributing? Start here:

Any questions or issues? email

Thank you for being part of OSVR!

Sensics and SMI bring Virtual Reality Eye Tracking to OSVR

Sensics and SMI bring Virtual Reality Eye Tracking to OSVR

SensoMotoric Instruments (SMI) and Sensics release the first eye tracking plug-in for the Open Source Virtual Reality (OSVR) software platform

The Organizers of Open Source Virtual Reality (OSVR) today announce a new software plug-in that supports eye tracking technology by SensoMotoric Instruments (SMI). The OSVR eye tracking interface brings vendor-agnostic real-time eye and gaze data to the open software and hardware platform for virtual reality. The SMI plug-in implements this interface, allowing developers to easily integrate SMI eye tracking data with the range of game engines supported by the OSVR. The plug-in connects SMI’s unique and proven eye tracking upgrade for the Oculus Rift DK2 to OSVR core software and, through it, to the universe of supported interfaces. The plug-in has been developed by Sensics, Inc., founding contributor to OSVR, in collaboration with SMI. It is accessible in open-source form from the OSVR-SMI github repository:

Eye Tracking devices are effective tools to create interaction inside VR and gaming environments providing an intuitive way to make selections, move objects, or to create life-like animations of avatars. The SMI plug-in for OSVR uses the SMI SDK to stream real-time eye tracking data via the OSVR EyeTracker interface, including 3D gaze direction and eye images. Via OSVR, SMI eye tracking data can also be integrated into Unity, Unreal and additional game engines.

The SMI plug-in connects SMI’s HMD eye tracking technology to the OSVR universe. The SMI Eye Tracking upgrade for the Oculus Rift DK2 is designed for VR developers and researchers and is a proven high performance eye tracking solution for VR applications. It comes with a calibration-free user mode for quick and easy setup. A fully automatic slip compensation allows users to move or take the headset on or off without impact on data robustness.

SMI also provides an OEM Eye Tracking Platform and reference designs for Virtual Reality Headsets ready for pick up by HMD manufacturers.

“Eye tracking has huge potential to enhance natural interaction with VR content”, says Yuval Boger, CEO of Sensics, founding contributor to OSVR. “SMI products provide excellent out-of-the-box experience and we are glad to collaborate with them in building the OSVR SMI plug-in, providing a standards-based eye tracking interface to game developers.”

“SMI’s engagement in the OSVR project is fully in line with SMI’s continuous support for the VR community”, says Christian Villwock, Director of SMI’s OEM Solutions Business. “By providing an alternative interface to SMI’s SDK, SMI emphasizes the diversity of VR and makes it even easier for developers and academia to use the tools they already favor. The SMI OSVR plug-in adds another widely accessible way to interface SMI’s eye tracking technology.”


About OSVR

OSVR™ is a software platform designed to set an open standard for virtual reality input devices, games and output to provide the best possible VR game experience. Supported by industry leaders, the OSVR framework unites developers and gamers alike under a single platform. For additional information, please visit:

 About Sensics

Sensics creates cutting-edge VR products, combining technology, passion and expertise rooted in many years of delivering to the world’s top organizations. A founding contributor to OSVR, Sensics is at the forefront of open-source VR, advancing choice and innovation alongside a community of contributors and partners. For additional information, please visit:

 About SMI

SensoMotoric Instruments (SMI) is a world leader in eye tracking technology, developing and marketing eye & gaze tracking solutions for scientists and professionals, OEM and medical solutions for a wide range of applications. Find out more at Follow @SMIeyetracking on Facebook, Flickr, YouTube and Twitter.

 Media Contact
SensoMotoric Instruments GmbH (SMI)

Stefanie Gehrke

+49 (0) 172 3808 537

OSVR 0.6 Released

This release of the OSVR projects brings dozens of updates for OSVR, including many improvements submitted by the community of OSVR developers on GitHub. Thanks to all of the contributors to OSVR!

Below is a description of the major additions to OSVR, followed by a “release notes” document detailing smaller changes and bug fixes.

OSVR community members – please pay attention to the “contributions wanted” section in each feature and see if you are able to help us accelerate the pace of development for OSVR.

Major Features in OSVR-Core

Optical video-based (“positional”) tracking

Centralized Display Interface

Render Manager

Predictive Tracking

Profiling tools


New Android Capabilities

Engine Integrations

Language Bindings

New Unity capabilities

New Plugins and Interfaces

Gesture interface

Locomotion interface

EyeTracker interface

SMI Eye Tracker plugin

Simulation plugins

Release Notes

OSVR-Core ClientKit API, Documentation, Examples

OSVR-Core PluginKit API, Documentation, Examples

OSVR-Core Internals, Bundled Plugins, Tools, and General Documentation

OSVR Tracker Viewer

Managed-OSVR .NET bindings






In Closing…

Major Features in OSVR-Core

Optical video-based (“positional”) tracking

The positional tracking feature uses IR LEDs that are embedded on the OSVR HDK along with the 100 Hz IR camera included with the OSVR HDK to provide real-time XYZ positional and orientation tracking of the HMD.

 The LEDs flash in a known pattern, which the camera detects. By comparing the location of the detected LEDs with their known physical locations, a position and orientation (pose) determination is made.

 The software current looks for two targets (LED patterns): one on the front of the HDK and one on the back. Additional targets can be added, and thus additional devices that have known IR LED patterns can also be tracked in the same space.

 It is also possible to assign different flashing patterns to multiple HDK units, thus allowing multiple HDK units to be tracked with the same camera. This is useful for multi-user play. Changing the IR codes on the HDK requires re-programming the IR LED board.

Sensics is working with select equipment developers to adapt the IR LED board and pattern to the specific shape of an object (e.g. glove, gaming weapon) so that that object can also be tracked with the OSVR camera.

The tracking code is included with the OSVR Core source code and is installed as an optional component while we are optimizing the performance.  It will be set as the standard tracker once camera distortion, LED position optimization, and sensor fusion with IMU data have been implemented.

 The image below shows a built-in debugging window that indicates the original image overlaid with beacon locations (in red, a tag of -1 means that the beacon has not been visible long enough to be identified) and reprojected 3D LED poses (in green, even for beacons not seen in the image).  RANSAC-based pose estimation from OpenCV provides the tracking.

Contributions wanted:

  • Make the system more configurable by moving configuration parameters into an external JSON configuration files. These parameters could include the camera to use, optimization parameters and LED positions into the configuration file.
  • Add Kalman optimal estimation filter to combine pose information from the video-based tracker and inertial measurements from the HDK’s inertial measurement unit into a combined pose + velocity + acceleration tracker that will provide smoother tracking and that can be used for predictive positional tracking.
  • Combine the output from multiple cameras for wide-area tracking.
  • Account for the optical distortion of the camera in the analysis.
  • Create a calibration tool that improves performance by accounting for the slight manufacturing variation in the LED position.
  • Create a tool that simplifies the process of adding new objects and IR LED patterns.

Centralized Display Interface

The OSVR-Core API now includes methods to retrieve the output of a computational model of the display. Previously, applications or game engine integrations were responsible for parsing display description JSON data and computing transformations themselves. This centralized system allows for improvements in the display model without requiring changes in applications, and also reduces the amount of code required in each application or game engine integration.

The conceptual model is “viewer-eye-surface” (also known as “viewer-screen”), rather than a “conventional camera”, as this suits virtual reality better.[1] However, it has been implemented to be usable in engines (such as Unity) that are camera-based, as the distinction is primarily conceptual.

As a demonstration of this API, a fairly minimal OpenGL sample (using SDL2 to open the window) is now included with OSVR-Core.

Contributions wanted:

  • OpenGL-SDL sample that uses the distortion parameter API to apply the distortion shader.

Render Manager

The Sensics/OSVR Render Manager provides optimal low-latency rendering on any OSVR-supported device.  Render Manager currently provides an enhanced experience with NVIDIA’s Gameworks VR technology on Windows. Support for additional vendors (e.g. AMD, Intel) is being worked on. We are also exploring the options to work with graphics vendors for mobile environments.

 Unlike most of the OSVR platform, the Render Manager is not open-sourced at this point. The main reason is that the NVIDIA API was provided to Sensics under NDA and thus we cannot expose it at this time.

Key features enabled by the Render Manager:

  • DirectMode: Enable an application to treat VR Headsets as head mounted displays that are accessible only to VR applications, bypassing rendering delays typical for Windows displays. DirectMode supports both Direct3D and OpenGL applications.
  • Front-Buffer Rendering: Renders directly to the front buffer to reduce latency.
  • Asynchronous Time Warp: Reduces latency by making just-in-time adjustments to the rendered image based on the latest head orientation after scene rendering but before sending the pixels to the display.  This is implemented in the OpenGL rendering pathway (including DirectMode) and hooks are in place to implement it in Direct3D.  It includes texture overfill on all borders for both eyes and supports all translations and rotations, given an approximate depth to apply to objects in the image.

Coming very soon:

  • Distortion Correction: Handling the per-color distortion found in some HMDs requires post-rendering distortion.  The same buffer-overfill rendering used in Asynchronous Time Warp will provide additional image regions for rendering.
  • High-Priority Rendering: Increasing the priority of the rendering thread associated with the final pixel scan-out ensures that every frame is displayed on time.
  • Time Tracking: Telling the application what time the future frame will be displayed lets it render the appropriate scene.  This also enables the Render Manager to do predictive tracking when producing the rendering transformations and asynchronous time warp.  The system also reports the time taken by previous rendering cycles, letting the application know when to simplify the scene to maintain an optimal update rate.
  • Unity Low-level Native Plugin Interface: A Rendering Plugin will soon enable Render Manager’s features in Unity, and enable it to work with Unity’s multithreaded rendering.

 Render Manager is currently available only for OSVR running on Windows.

Several example programs and configuration files for OpenGL (fixed-pipeline and shader code versions, callback-based and client-defined buffers based) and Direct3D11 (callback-based and client-defined buffers based, library-defined device and client-defined device) are provided and open-sourced. Also included is a program with adjustable rendering latency that can be used to test the effectiveness of asynchronous time warp and predictive tracking as application performance changes.

The RenderManager library features are controlled through a JSON configuration file:


  “meta”: {

    “schemaVersion”: 1


  “render_manager_parameters”: {

        “direct_mode”: false,

        “direct_display_index”: 0,

        “asynchronous_time_warp”: false,

        “render_overfill_factor”: 1.0,

        “num_buffers”: 2,

        “vertical_sync”: true,

        “render_library”: “OpenGL”,

        “window_title”: “OSVR”,

        “window_full_screen”: true,

        “window_x_position”: 1280,

        “window_y_position”: 0,

        “display_rotation”: 0,

        “bits_per_color”: 8



 Contributions wanted:

  • We are seeking to work with additional graphics chip vendors to create a universal, multi-platform library for high-performance rendering.

Predictive Tracking

Predictive tracking reduces the perceived latency between motion and rendering by estimating head position at a future point in time. At present, the OSVR predictive tracking uses the angular velocity of the head to estimate orientation 16 mSec (1 frame at 60 FPS) into the future.

 Angular velocity is available as part of the orientation report from the OSVR HDK. For other HMDs that do not provide angular velocity, it can be estimated using finite differencing of successive angular position reports.

 Contributions wanted:

  • Improve the algorithm to extract velocity from non-HDK trackers.
  • Extract angular acceleration and use that to improve the quality of predictive tracking.
  • Fuse angular (yaw/pitch/roll) and linear (X/Y/Z) data to improve quality of positional tracking.
  • Configure the look-ahead time either through API or through an external configuration file.

Profiling tools

Utilizing ETW – Event Tracing for Windows – the OSVR performance profiler allows optimizing application performance by identifying performance bottlenecks throughout the entire software stack.


 Event Tracing for Windows (ETW) is an efficient kernel-level tracing facility that lets you log kernel or application-defined events to a log file and then interactively inspect and visualize them with a graphical tool. As the name suggests, ETW is available only for the Windows platform. However, OSVR-Core’s tracing instrumentation and custom events use an internal, cross-platform OSVR tracing API for portability.

 Currently the default libraries have tracing turned off to minimize any possible performance impacts. However, the “tracing” directory contains tracing-enabled binaries along with instructions on how to swap them in to use the tracing features. See this slide deck for a brief introduction on this powerful tool:

 Contributions wanted:

  • Identify and add additional useful custom tracing events.
  • Implement the internal OSVR tracing API using other platforms’ equivalents of ETW for access to the instrumented events.
  • Measure the performance impact of running a tracing-enabled build, to potentially enable it by default.


The default OSVR configuration has the client and server run as two separate processes. Amongst other advantages, this keeps the device servicing code out of the “hot path” of the render loop and allows multiple clients to communicate with the same server.

 In some cases, it may be useful to run the server and client in a single process, with their main loops sharing a single thread. Examples where this might be useful include automated tests, special-purpose apps, or apps on platforms that do not support interprocess communication or multiple threads (in which case no async plugins can be used either). The new JointClientKit library was added to allow those special use cases: it provides methods to manually configure a server that will run synchronously with the client context.

 Note that the recommended usage of OSVR has not changed: you should still use ClientKit and a separate server process in nearly all cases. Other ways of simplifying the user experience, including hidden/launch-on-demand server processes, are under investigation.

Contributions wanted:

  • Automated tests for ClientKit APIs, using JointClientKit to start a temporary server with only dummy plugins loaded.

New Android Capabilities

A new device plugin has been written to support Android orientation sensors. This plugin exposes an orientation interface to the OSVR server running on an Android device. This is available here:

A new Android OpenGL ES 2.0 sample demonstrates basic OSVR usage on Android in C++. You can find this sample here:

 An early version of an Android app has been written that launches the OSVR server on a device to run in the background. This eliminates the need to root the phone, which existed in previous OSVR/Android version. You can find this code here:

 The Unity Palace demo ( for Android can now work with the internal orientation sensors, as well as with external sensors

Contributions wanted:

  • Predictive tracking/filtering in the Android sensor plugin.
  • Sensor fusion to improve fidelity of tracking.
  • Additional sample apps.
  • Connect to Android camera to provide Imager interface for Android.

Engine Integrations

OSVR continues to expand the range of available engines to which it integrates., this includes:

  • Unity
  • Unreal
  • Monogame
  • Valve OpenVR (in beta):

 Here are new integrations as well as improvements to existing integrations:

Language Bindings

The .NET language bindings for OSVR have been updated to support new interface types for eye tracking. This includes 2D and 3D eye tracking, direction, location (2D), and blink interface types.

New Unity capabilities

Unity adapters for the eye tracking interface types have been added, as well as prefabs and utility behaviors that make it easier to incorporate eye tracking functionality into Unity scenes.

The optional distortion shader has been completely reworked, to be more efficient as well as to provide a better experience with Unity 4.6 free edition.

The OSVR-Unity plugin now retrieves the output of the computational display model from the OSVR-Core API. This eliminates the need to parse JSON display descriptor data in Unity, which allows for improvements in the display model without having to rebuild a game. The “VRDisplayTracked” prefab has been improved to create a stereo display at runtime based on the configured number of viewers and eyes.

 Coming soon: Distortion Mesh support. Mesh-based distortion uses a pre-computed mesh rather than a shader to do the heavy lifting for distortion. There is a working example in a branch of OSVR-Unity.

 Contributions wanted:

  • UI to display hardware specs, display parameters, and performance statistics.

New Plugins and Interfaces

Gesture interface

The gesture interface brings new functionality that allows OSVR to support devices that detect body gestures including movements of hand, head and other parts of the body. This provides ways to integrate devices such as Leap Motion®[2], Nod Labs Ring, Microsoft® Kinect® [3], Thalmic Labs MYO[4] armband and many others. Developers can combine gesture interface with others to provide meaningful information such as orientation, position, acceleration and/or velocity about user’s body part(s) pose.

New API has been added on the plugin and client sides to report/retrieve gestures for device. The gesture API provides a list of pre-set gestures while staying flexible to allow custom gestures to be used.

 We added a simulation plugin – com_osvr_example_Gesture (see description of Simulation Plugins below) that uses gesture interface to feed a list of gestures, and also created a sample client application to visually output gestures

received from the plugins. These useful tools would help when developing new plugins or client apps.

Using the new interface, we are working on releasing a plugin for Nod Ring that will expose a gesture interface as well as existing interfaces.

Contributions wanted:

  • Development of new plugins for devices that have gesture recognition such as :
  • ThalmicLabs Myo Armband
  • Logbar Ring[5]
  • New devices are welcome

Locomotion interface

The locomotion interface adds an API to support a class of devices also known as Omni-Directional Treadmills (ODT) allow walking and running on a motion platform and then converts this movement into navigation input in a virtual environment. Some examples of devices that would be able to use locomotion interface are: Virtuix Omni,  Cyberith  Virtualizer, Infinadeck, and others. These devices are very useful for First Person Shooters (FPS) games and by combining locomotion interface with tracker additional features such as body orientation, jump/crouch sensing could be added.

The API allows the ODTs to report the following data (on a 2D plane):

  • User’s navigational velocity
  • User’s navigational position

Contributions wanted:

  • Development of plugins for ODTs using Locomotion interface (walking / running) combined with additional OSVR interfaces (jumping, crouching, looking around)

EyeTracker interface

The EyeTracker interface provides an API to report detailed information about the movement of one or both eyes.

 This includes support for reporting:

  • 3D gaze direction – a unit directional vector in 3D
  • 2D gaze direction – location within 2D region
  • Detection of blink events

EyeTracker devices are effective tools to interact inside VR environment providing intuitive way to make a selection, move objects, etc. The data reported from the devices can be analyzed to understand human behavior, marketing research and other research topics as well as gaming applications. They can also be used to perform the most accurate virtual reality rendering, customized for the location of your pupil every frame.

A .NET binding for EyeTracker (described above) allows easy integration of the eye tracking data into Unity.

 Contributions wanted:

  • Create new plugins for eye tracking devices
  • Expand EyeTracker interface to report additional eye attributes such as pupil size, pupil aspect ratio, saccades

SMI Eye Tracker plugin

In collaboration with SensoMotoric Instruments GmbH (SMI) we are releasing a new

plugin for SMI trackers. For instance, the plugin supports the SMI Upgrade Package for Oculus RiftDK2. It uses the SMI SDK to provide real-time streaming of eye and gaze data and report it via EyeTracker interface.

The SMI plugin also provides an OSVR Imaging interface to stream the eye tracker images.

 The plugin is available at –

 Contributions wanted:

  • Create similar plugins for other eye-tracking vendors.

Simulation plugins

Along with the newly added interfaces (eyetracker, gesture, locomotion), we provide simulation plugins that serve as an example on how to use a certain interface. Their purpose is emulate a certain type of device (joystick, eyetracker, head tracker, etc.), connected to OSVR server, and feed simulation data to the client. These plugins were added as a tool for developing applications so that developers can easily run tests without the need to attach multiple devices to the computer. We would be expanding the available simulation plugins to have one for every type of interface. Simulation plugins are available in OSVR-Core and can be modified to a specific purpose.

Contributions wanted:

  • Create new simulation plugins for interfaces that do not have one already.
  • Add new or improve the existing data generating algorithms used in simulation plugins
  • Create new simulation plugins that use a combination of various interfaces such as joystick (button + analog)

Release Notes

Items listed here are generally in addition to the major items highlighted above, and do not include the hundreds of commits involved in the development and tuning of these or the above features – see the Git logs if you’d like to see all the details!

OSVR-Core ClientKit API, Documentation, Examples

  • All API updates have been reflected in the Managed-OSVR .NET bindings.
  • Added osvrClientCheckStatus()/ClientContext::checkStatus() method to expose whether the library was able to successfully connect to an OSVR server.
  • Display API and OpenGL examples.

OSVR-Core PluginKit API, Documentation, Examples

  • Added C++ wrapper to the configured device constructor API.
  • Added an example “configured” plugin
  • Improved self-contained example plugin.
  • Link from the documentation to the OpenCV video capture plugin – a bundled plugin that also serves as an example.
  • Improve completeness and usability of the Doxygen-generated API documentation.

OSVR-Core Internals, Bundled Plugins, Tools, and General Documentation

  • A large number of improvements, including a review of content as well as custom styling, were applied to the generated API documentation (“Doxygen” output).
  • Timestamps are now verified for in-order arrival before updating client interface object state.
  • Improved compatibility of vendored COM smart pointer code.
  • Preliminary support for building the video-based tracker with OpenCV 3 (assertions quickly fail on an MSYS2/MinGW64 test build).
  • Decreased code duplication through use of an internal “UniqueContainer” type built on existing internal “ContainerWrapper” templates.
  • Client contexts now store their own deleters to allow safe cross-library deallocation, needed for JointClientKit.
  • Vendored “Eigen” linear algebra library updated from 3.2.4 to a post-3.2.5 snapshot of the 3.2 branch.
  • Reduced noisy configure messages from CMake.
  • Moved non-automated tests to an internal examples folder so they still get built (and thus verified as buildable) by CI.
  • Compile the header-dependency tests for headers marked as C-safe as both C and C++, since some headers have extra functionality when built as C++.

OSVR Tracker Viewer

  • Adjusted the default settings to show full pose, not just orientation, for the /me/head path.
  • Print a message to the command prompt about the command line arguments available when none are passed.
  • Start up tracker viewer zoomed in (distance of 1 meter to origin) to provide a more usable experience from the start.
  • Hide coordinate axes until the associated tracker has reported at least once.
  • Compile the “coordinate axes” model into the executable itself to remove a point of failure.

Managed-OSVR .NET bindings

  • Updates to include bindings for new APIs added to ClientKit.
  • Fix a lifetime-management bug that may have resulted in crashes (double-free or use-after-free) if a ClientContext was disposed of before child objects.
  • Added accessor for the raw ClientContext within the safe handle object, for use with code that interoperates with additional native code.


  • Operation order tweaks that result in latency improvements.
  • ShaderLab/Cg/HLSL distortion shader simplified and optimized for higher performance.


  • Updated to newer version of OSVR-Unity.
  • Disabled mouselook.


  • Included OpenGL distortion shaders simplified and optimized for higher performance.


  • Display descriptor schema v1 elaborated with “as-used” details.


  • Fixed infinite loop in hand-coded matrix initialization.
  • Improved/simplified math code using Eigen and its “map” feature.

In Closing…

As always, the OSVR team with the support of the community is continuously  adding smaller features and addressing known issues. You can see all of these on Github such as in this link for OSVR Core

Interested in contributing? Start here:

Any questions or issues? email

Thank you for being part of OSVR!

Yuval (“VRguy“) and the OSVR team

[1] Kreylos, 2012, “Standard camera model considered harmful.” <>

[2] Leap Motion is a trademark of Leap Motion, Inc.

[3] Microsoft and Kinect are either registered trademarks or trademarks of Microsoft Corporation in the United States and/or other countries.

[4] ThalmicLabs™ and Myo™ are trademarks owned by Thalmic Labs Inc.

[5] Logbar Inc. Ring is a trademark of Logbar Inc.


OSVR Confirms Pre-order Date for Hacker Development Kit; Launches Content Discovery Platform

OSVR Confirms Pre-order Date for Hacker Development Kit; Launches Content Discovery Platform

Software platform reveals 65 new supporting companies including Legendary VR and NVIDIA’s Gameworks VR


BERLIN (IFA Europe 2015) – Organizers of Open Source Virtual Reality (OSVR), an open software and hardware platform for virtual reality, today announced development of the Hacker Development Kit (HDK) v1.3 and related preorder date for the public on October 1, 2015.

It was also announced that the OSVR content discovery platform has launched in anticipation of the new HDK release. It is available for VR enthusiasts, developers and interested consumers now through The platform features a fast-growing list of curated content ranging from 360-degree media to VR games from across the OSVR supporter network. It additionally provides a list of VR stores that contain OSVR-supported content, including the following:

  • Boondogl
  • Itch.Io
  • Qihoo360
  • Razer Cortex
  • Steam
  • V
  • Vrideo
  • WearVR

Curated content will rotate frequently to give all partner content equivalent exposure.

Interested parties may visit the platform here:

Hacker Development Kit v1.3 Pre-Orders:
The HDK v1.3 will be made available to all for pre-order on the 1st of October with shipping later that month.

V1.3 improves upon v1.2 with a new optics module that maintains the HDK’s highly acclaimed picture quality while expanding on the eyebox to allow for sharper images without the need for Independent Adjustment lenses (IPD). It will also have individual eye focus for personalized use without glasses.

Major Software Updates

Driven by continued investments from its core team alongside a productive community of contributors, the OSVR software platform continues to grow and offer a complete set of capabilities for VR application developers. Some of the recent enhancements include:

OSVR Render Manager, allowing optimal low-latency rendering on any OSVR-supported device.

Currently supporting Gameworks VR, NVIDIA’s technology for VR headsets and games, the OSVR Render Manager provides:

  • Direct Mode—the NVIDIA driver treats VR headsets as head mounted displays accessible only to VR applications, rather than a typical Windows monitor that your PC shows up on, providing better plug and play support and compatibility for VR headsets.
  • Front Render Buffering—enables the GPU to render directly to the front buffer to reduce latency.
  • Context Priority—provides headset developers with control over GPU scheduling to support advanced virtual reality features such as asynchronous time warp, which cuts latency and quickly adjusts images as gamers move their heads, without the need to re-render a new frame.

“Our work with NVIDIA is a key step towards achieving our goal of providing developers with a comprehensive infrastructure that allows creating high-performance VR and AR experiences regardless of the particular operating system, HMD platform, game engine or input peripherals”, says Yuval Boger, CEO of Sensics. “OSVR allows the VR/AR community to create exciting experiences without being locked in to any single vendor”.

Support for other graphics architectures are currently in development

OSVR Performance Profiler
Utilizing ETW – Event Tracing for Windows – the OSVR performance profiler allows optimizing application performance by identifying performance bottlenecks throughout the entire software stack.

Event Tracing for Windows (ETW) is an efficient kernel-level tracing facility that lets you log kernel or application-defined events to a log file and then interactively inspect and visualize them with a graphical tool

OSVR™ is a software platform designed to set an open standard for virtual reality input devices, games and output to provide the best possible VR game experience. Supported by industry leaders, the OSVR framework unites developers and gamers alike under a single platform. Plug in. Play Everything.

For the full list of OSVR supporters go to

Like OSVR on FB:

Follow OSVR on Twitter: .


# # #

The OSVR partner network has grown in size since the last update with 65 new companies bringing the total number of supporters to 230

A4VR is a one- stop creative agency specialized in key ready virtual reality solutions. As a specialist in all areas of VR application and 360 ° content A4VR has its own motion capture studio, a 360 ° film production, 3D VR graphics department, recording studio, event – specialists and a unique interdisciplinary Innovation Unit. In their nearly 200 m ² sized VR LAB they research and develop new solutions and products around Virtual Reality, in cooperation with several universities and OSVR.

Aboard the Looking Glass is a science fiction game about dimensional time and a rescue mission gone awry, developed by Henry Hoffman

Aerys develops the Minko Engine which allows developers to build desktop, web and mobile 3D applications. It’s free and open source. Minko targets HTML5, iOS, Android, Windows, OSX and Linux. They provide everything you need to develop cross-platform applications. With a single C/C++11 code base, your 3D now targets more screens than ever! You can also integrate the Minko Engine with existing native/web apps.

The Bar L’Atelier is a living place, a rallying point between digital and human, covering several services aimed at stimulating socialization, individual skills improvement, social and professional life:

Basemark is worldwide leader in benchmark development. Basemark has started development of industry standard VR benchmarks and are committed to support OSVR.

BCAA has been developing interactive tailor made solutions for 10 years, their team is now building a VR framework to support this and will be using OSVR as a solution to integrate VR hardware and software.

BlueFrog Robotics developed Buddy, the first ever companion robot accessible to everyone.
It is supported by a new open platform based on Android and made with UNITY3D IDE.

Bnome is a Belgian IT SME specialized in the study and implementation of customize IT solutions. VectionVR, their product is a cost effective motion simulator engineered to work with a VR headset to power immersion and the physical feeling of acceleration.

Box provides a secure cloud based platform for content storage and collaboration. Developer APIs empower creative teams to load content from Box into their own applications, including secure storage for user data and web/mobile viewers for more than 100 file types.

Boost VC is an emerging technology accelerator located in Silicon Valley. Boost VC invests in early stage VR companies.

CaptoGlove is a new VR peripheral leveraging the power of your hand; a virtual glove usable in past, present and future PC games.

Climax Studios are believers in VR and released their first title, Bandit Six, in March. The sequel Bandit Six Salvo was announced at E3 2015 and will be available later in the year. Climax is also working on unannounced projects that will be available on the OSVR software platform.

DailyVR World it is a project which was born of a need that exists in the field of functional rehabilitation for neurological injury. Their team uses new technologies such as virtual reality to aid in this.

DeepStreamVR is pioneering VR games to help improve the quality of life based on a decade of research that indicates VR can help relieve pain, reduce stress and build resilience.

Ergoneers supports businesses with D-Lab3, an extensive software platform for behavioral research and Dikablis, a high end head mounted eye tracking-system. D-Lab3 supports integrated data acquisition, for example via audio, video, physiological data and of course eye-tracking. Ergoneers is located in Germany and has a US subsidiary in Portland, Oregon.

Fallen Planet Studios is the creator of the successful VR Horror Experience, Affected. They look forward to bringing future titles to OSVR and to support the open source nature of this product.

FIERY THINGS is a small London/Munich based indie game studio that, among other things, develops VR games/experiences. One of them is a survival horror VR experience called “Gooze”, which is based on a real location.

Fire Panda is a Virtual Reality development studio creating exciting and innovative VR Content, Experiences and Games. They are proud to work with some of the most talented people exploring everything VR can offer. They are experienced in VR Storytelling and building experiences that immerse viewers in new, exciting worlds.

F/LAT – Free/Libre Art and Technology is a Research Lab and Community hub for artists and others to share and develop tools in mixed media and transdisciplinary arts. We focus on Open Source and Libre Software and Hardware to ensure the greatest possible freedom for the future, to use and modify the tools we use and build.

Glue Engine is the first game engine for everyone. No programming skills needed. Our Mission is to make game development very easy for professional developers, casual developers and regular users that never created a game before.

Hendesehane is a technology development company located in Ankara, Turkey. Hendesehane Nefes represents Hendesehane’s VR and Robotics product line. The product line is created for providing low latency wireless operation to the modern HMDs and USB peripherals created for Virtual Reality, Augmented Reality and Mixed Reality.

Immersive Entertainment is a software development company focusing on the creation of next-generation Virtual Reality Entertainment Content that bridges the gap between videogames and movies, providing a superior level of immersion, emotional engagement and realism.

Infinity Augmented Reality (Infinity AR) provides a revolutionary software platform that makes the digital eyewear experience a reality. The Company is the first augmented reality software platform to connect universally with digital eyewear, smartphones and tablets, integrating multiple devices into one platform.

inMotionVR combines gamification together with psychosomatic mechanics to make sure the user gets maximum engagement through VR with the movement he or she is experiencing. We believe that using a combination of gamification and VR will enable optimized therapy for a wide variety of physical and mental issues. is an open indie game marketplace. It’s a platform for independent developers of all sizes to upload, distribute, and sell their content with absolutely no barrier to entry. At over 16,000 games it’s also a great place to find something new to play.

Jimbomania is an independent simulation and visualization developer, committed to open standards and software for all.

Kraken Realtime is a company specialized in interactive 3D visualizations and simulations. They create immersive training tools using haptic systems to completely immerse the trainee in his future work environment.

Legacy Games is a publisher and developer of PC and mobile games, including AR, VR, and other emerging platforms. We work with major partners and licensors such as HP, Intel, Lenovo, CBS, A&E, the BBC, and Crayola.

Legendary VR is focused on creating premium VR experiences and will bring content to the OSVR platform in the future. Legendary VR supports the open nature of this platform and looks forward to the growth and development this platform will bring to the VR industry and audience.

Mindemia is technology and consultancy firm that has been doing VR development since 2013.

Minecrift is an open source total VR conversion for Minecraft that is aiming for all of the main VR platforms. OSVR support is a necessity going forward.

Motion Reality, Inc. (MRI) manufactures virtual tactical training simulators for use by the military and law enforcement. Trainees enter the system and navigate through an endless variety of scenarios meant to challenge their tactics and clearing techniques while addressing their use of force continuum. MRI’s live motion capture, modern game engine, full physics and haptic feedback blend to provide the most realistic training possible.

Narayana games is currently working on a standing to room-scale VR experience called Holodance – a spatial, rhythmic, audio-visual experience of pure ecstatic joy!

Neomancer LLC continues its tradition of bringing and applying cutting edge technology to its clients by joining the OSVR partnership as part of the team to commercially introduce HMD and wearable computing to the NYSE and NYMEX back in the late 90s; followed by one of the first demonstrations of interactive surface computing at a Museum of Modern Art installation, With a rich past in both VR hardware and software development, Neomancer looks forward to the new renaissance of VR through the leadership of OSVR.

NeuroDigital Technologies provides stunning Software and Hardware solutions for Fun & Serious games using Virtual Reality. They have developed Gloveone, a wireless haptic feedback device that lets Touch & Feel virtual reality!

Oasis VR is reimagining the arcade as a platform and marketplace. The platform will consist of a premium holistic system that that maximizes the user’s 1:1 interactions with the virtual world. The marketplace will be comprised of physical store fronts that host developers’ premium content and provide easy access to that content for consumers.

Omnifnity, Omnideck 6 enables you to perform natural instinctive movement, in any direction, within the virtual world – walking, running, jumping, and even crawling, are all possible. New dimensions of immersion for simulation training are now opened up; physical and psychological factors can be induced to affect the user’s behavior.

Overpower Studios is an independent hardcore games studio based in Belo Horizonte, Brasil. They created Scorching Skies for iOS and now are focusing on Aces High, an immersive innovative MOBA-Air Combat hybrid.

Q42 creates software for the web, mobile and the internet of things. They are 61 nerds programming from offices in The Hague, Amsterdam, and Mountain View together with companies like Google, Philips, the Rijksmuseum and the Dutch State Lottery is an independent company that recreates interesting places for VR Sightseeing and aims for photorealistic scenes and broad HMD support.

One Unify a subsidiary of Unify Holdings Pte Ltd has a mission towards building a smart city powered by the intelligence-of-things to enable predictive automation.

RJ360VR is a startup that provides virtual reality solutions, the company has grown exponentially and has launched many VR projects.

CEOs Pet Software is a small indie studio from Berlin working on their debut VR game. S.P.Y. Robot is a unique mix of stealth, hacking, puzzle and action elements.

Schell Games is aggressively pursuing VR and AR for both entertainment and educational gaming, and are quite intrigued with the possibilities for OSVR.

Selvz’s SmartVR Platform is white label solution that makes it easy for enterprise customers to create, distribute, and monetize their VR content guide and experience for the desktop and mobile VR.

Serious Simulations was founded to provide professional trainers of dangerous and complex tasks a complete suite of mixed reality training products to improve performance. The company designs and manufactures individual and small group immersive simulators where human motion is the primary interface for the experience. Display technology is key to the experience, and the company currently has the widest FOV, high resolution, VR display in a wireless package.

SpheresVR craft amazing immersive experiences that take you to another world, time and place. Their clients are in tourism, retail, heritage and immersive cinema.

Surprise Attack Games is an indie games label that publishes remarkable games from independent developers.

Surreal is the first fully immersive virtual world designed for state of the art VR and beyond

Pixelboom created an immersive Star Wars experience called Tatooine VR.

Terranovita Software created, BouncerVR a virtual reality arcade game for PC, Mac. You control a shield with your vision. Collect colored resources to charge your abilities and to attack, but beware! The enemy can bounce your attacks back at you

Tiny Bull Studios is an indie developer based in Turin, Italy. The team is working on Blind, a VR adventure in which players need to rely on sound and echolocation to escape a mysterious mansion.

Toxic Games, established in 2010, is a UK-based games developer founded by former classmates. The team began development of Q.U.B.E. as a student project in 2009 and sought out investment from independent game dev veterans, Indie Fund. All three core team members are game designers and have been able to bring Q.U.B.E. to fruition without any programming expertise. Thanks to the encouragement of academic mentors and industry execs, and with the help of Indie Fund, Toxic Games went from student hobbyists to independent developers upon graduation from University.

TREEHOUSE specializes in virtual reality content creation for education, primarily focusing on a K12 audience. TREEHOUSE partners with education aggregators to develop a supplemental curriculum using VR tools. With arms in live-action content creation, Quest Based Learning (QBL), and passive animation TREEHOUSE is the first VR content licensing company operating exclusively in the K12 educational space.

Ultrabox is a small company based in the UK, with a focus on developing and supporting entertaining content that’s beyond the ordinary.

Unibrain technologies is a small group of passionate programmers trying to help develop OSVR as a platform, and create new solutions to the problems posed by upcoming and existing VR tech.

Vicator is a content creation company using state of the art Virtual- and Augmented Reality technologies. We develop immersive and interactive applications for smartphones and head-mounted devices, both tethered and untethered.

VR Nerds is working on different topics concerning VR on which is at the moment Germanys biggest Virtual Reality Showcase, they blog about the latest VR news, game reviews, soft- and hardware.

VR Philippines is a community of VR developers and enthusiasts in the Philippines dedicated to promoting the advancement and widespread adoption of virtual reality technology in the Philippines.

VRARlab is deals with research and development of virtual and augmented reality projects. They created the project “Hauhet”.

vrAse is the biggest revolution the Smartphone has ever seen; the first high quality VR&AR case, which enables the user to experience the smartphone like never imagined before.

Vrideo is the world’s most fully built-out immersive video platform. Our website, mobile apps, and VR apps allow content creators to distribute and consumers to stream immersive video across the universe of VR and non-VR devices.

Woojer developed a patented, wearable haptic technology that enables users to literally FEEL the sound. The addition of haptic sensation to the audio of AR/VR, instantaneously catapults the immersive experience by recapturing the emotional dimension lost when using headphones.

XAP Electronics designs and makes innovative products and electronic systems for motor racing, their products include steering wheels for the racing world. They are currently working on a VR simulator.

YoutopiaVR is a social world that is bringing together all of the things that make VR great. Current features include a social panoramic YouTube player, Street View, and a distribution system that enables downloading and launching other experiences from within the social world.

YouVisit is a VR company that empowers businesses and institutions to create and distribute immersive virtual experiences that both engage and convert their target audiences.


OSVR Announces Intel Participation In OSVR


San Francisco, Intel Developer Forum – Organizers of Open Source Virtual Reality (OSVR), a platform designed to set an open standard for virtual reality devices, today announced Intel as the newest participant in the OSVR platform.

OSVR’s mission to enable Virtual Reality technology for everyone through collaboration on an entirely open platform pushing the boundaries of this still nascent technology.

“Intel is opening up all kinds of new opportunities for developers with depth sensing, and this brings amazing new interactions especially in the realms of virtual reality,” said Achin Bhowmik, vice president and general manager of Intel Perceptual Computing.  “We are excited to work with developers of OSVR to enable them with Intel RealSense technology and bring interactive experiences to VR.”

Intel will be working with OSVR supporters in providing access to Intel RealSense technology to develop intuitive Virtual and Augmented Reality applications in gaming and other areas.

“We’re incredibly excited to work with Intel and OSVR on advancing the development of virtual reality with Intel RealSense Technology,” says Yuval Boger, CEO of Sensics. “We’ve only seen a glimpse of how VR will change our lives and we look forward to make great strides in taking it to the next level with OSVR.”

OSVR @ Intel Developer Forum

 OSVR will be showing early prototype demos using the Intel® RealSense™ technology at the Intel Developer Forum 2015 in San Francisco with Intel and Razer. The demos will feature a modified OSVR Hacker Dev Kit and powered by computers based on Intel processors.

About OSVR:

OSVR™ is a software platform designed to set an open standard for virtual reality input devices, games and output to provide the best possible VR game experience. Supported by industry leaders, the OSVR framework unites developers and gamers alike under a single platform. Plug in. Play Everything.

For the full list of OSVR supporters go to

Like OSVR on FB:

Follow OSVR on Twitter: .

Press Contacts:

OSVR Extends Reach To China Through Partnership With Chinese Software Giant QIHOO 360


 OSVR supported content to be made available to 800 million Chinese user base, Hacker Development Kit to be shipped to China later this year.

 SHANGHAI, CHINAJOY – Organizers of Open Source Virtual Reality (OSVR), a platform designed to set an open standard for virtual reality devices, today announced its official partnership with Qihoo 360, one of the largest app stores in China.  With an 800 million app store user base, OSVR is now set to extend the reach of its global content partner network into China.


 With the launch of official support in China, virtual reality content and hardware developers will now be able to take advantage of the software platform to extend the reach and compatibility of their technology to an ever expanding list of global VR hardware and software.

“China’s appetite for virtual reality is growing very rapidly. There are hundreds of VR developers looking for ways to increase the reach of their content and grow their virtual reality technology further.” Says Min-Liang Tan, Chief Gamer & CEO of Razer. “OSVR’s goal is to help accelerate the development of VR in China by helping developers to support an ever growing variety of VR hardware on a local and global scale and to collaborate with the best of the best in the industry.


 Qihoo 360 is a leading internet and mobile platform company in China with a user base of more than 800 million. They specialize in antivirus software, web browsers and a mobile assistant application. Revenue is generated through micro transactions and online advertising.

With OSVR’s support, Qihoo 360 will be building a VR store to discover and download VR content, effectively bringing OSVR content to their 800 million users. In addition to this, both partners will be working closely together to support VR game and content developers in China, providing development hardware, software SDKs and content distribution for OSVR supporters to help VR gain mainstream adoption.

“We believe Open Source Virtual Reality (OSVR) is the future of VR. With OSVR we’ll be able to provide our user base with a more extensive range of virtual reality games and content for our store’” Says, Mr. Weihua Tao, General Manager of 360 Mobile Assistant Division. “The content will also be compatible with multiple headset technologies allowing us to support the needs of individual users. As the China VR headset market grows larger, we can also scale our hardware support through OSVR so we are always up to date.

Other Partnerships:

Other Chinese partnerships gained in the effort to provide VR development support in China include:

Inlife-Handnet Co.Ltd is focused on the R&D of innovative technologies and solutions in virtual reality, 3D intelligent interactive, 3D image collecting and processing. As one of the most influential 3D technology enterprises, they have advanced 3D acquisition and 3D display technology and are always innovating

KatVR is a manufacturer of VR input devices, they are looking forward to the OSVR partnership in order to share their project with other developers in order to create more interesting technology for the virtual reality industry. Their locomotive peripheral, the KAT WALK is an omni directional treadmill designed to be as unrestrictive as possible while giving the user 360-degrees of continuous movement.

LingVR is a Chinese VR headset company that has designed a mobile HMD for 3rd party smartphone use and an all-in-one HMD with built in mobile hardware. They also run a mobile app store that provides local and global cinematic VR content and third party VR apps.

 VR-China is the oldest VR community in China. It is the place where Chinese developers and enthusiasts come together to share projects, collaborate, and keep up to date on VR developments in China and around the world.

 Ximmerse develops virtual reality hardware based on mobile visual computing and inertial tracking research. They explore the possibilities of human computer interaction and aim to create cutting-edge technologies and products for better VR experiences.



The official OSVR website is now available in simplified Chinese ( through which developers, universities and research labs can apply for the following programs:

Official Supporter Program:

While the OSVR SDK is available for free, those who join the supporter program will receive the following benefits:

  • Priority allocation for a free Hacker Development Kit when it ships to China later in the year.
  • Access to the OSVR network of supporters for collaborative and technical support.
  • Access to the OSVR support portal to help with integration.
  • Promotional and marketing support for their products.

Academia Program:

The OSVR Academia Program is designed to help universities and research institutes set up a full VR lab for virtual reality research or educational purposes.  Due to the platform’s open source nature, the software can be experimented with to aid in learning.


About OSVR:

OSVR™ is a software platform designed to set an open standard for virtual reality input devices, games and output to provide the best possible VR game experience. Supported by industry leaders, the OSVR framework unites developers and gamers alike under a single platform. Plug in. Play Everything.

For the full list of OSVR supporters go to

Like OSVR on FB:

Follow OSVR on Twitter: .

Press Contacts: press