A demo that looks great and feels sick by minute two isn't a product. We build AR, VR, and mixed-reality apps for Quest, Vision Pro, and mobile with frame rate and comfort as hard constraints โ OpenXR engineering, real-device profiling, and interaction that feels natural.
The real-time frame loop
Comfort frame budget held
Longer sessions vs prototype
One codebase, many headsets
Profiled on real devices
Comfort, performance, and feel
In VR, a dropped frame isn't a glitch โ it's a queasy stomach. We make frame rate and comfort the foundation, then build the experience on top.
We hold 72โ90fps as a hard constraint and profile on-device throughout โ because dropped frames are exactly what make users queasy and quit.
Vignetting, teleport locomotion, and motion-cue discipline so the experience feels good for an hour, not just the first novelty minute.
Hand tracking, gaze, and controller schemes tuned per device so reaching, grabbing, and pointing feel obvious instead of fiddly.
OpenXR architecture reaches Quest, Vision Pro, and PC VR from a shared codebase โ and mobile AR via ARKit/ARCore where it fits.
What you get
Comfortable, performant, and submission-ready โ not a fragile prototype that only runs on one developer's headset.
From storyboard to store
We design the interaction model and locomotion for comfort first, then storyboard the experience around a realistic frame budget.
Unity/OpenXR engineering with hand tracking and physics, architected so one codebase targets multiple headsets cleanly.
Continuous profiling on Quest and Vision Pro โ draw calls, foveated rendering, LODs โ to lock in a stable, comfortable frame rate.
Comfort and usability testing with real users, then store submission and compliance for Meta and Apple platforms.
AR/VR, in production
A furniture brand launched products through expensive physical showrooms. An early VR prototype ran at 48fps and made shoppers queasy within minutes. We rebuilt it for comfort and performance.
Atelier Home
Furniture & retail ยท USA
Sustained (was 48fps)
Avg session (was 3 min)
Per-launch cost
Configurator conversion
โOur first VR attempt looked nice and made people sick in three minutes. The rebuild holds ninety frames a second and shoppers stay in it for half an hour configuring rooms. We replaced a quarter-million-dollar pop-up with a headset experience โ and conversion went up.โ
Straight answers
It depends on scope and platform. A focused AR feature or a single-scenario VR experience is a few weeks; a full training simulation or multi-device product is a multi-month build. We scope a fixed-price prototype first so you see it running on-device โ and get a firm quote โ before committing to production.
Meta Quest 2/3/Pro, Apple Vision Pro (visionOS), PC VR via SteamVR/OpenXR, and mobile AR through Apple ARKit and Google ARCore. We build on OpenXR where possible so one codebase reaches multiple headsets instead of rewriting per device.
Motion sickness in VR comes mainly from low or unstable frame rate and mismatched motion cues. We hold a strict 72โ90fps budget, avoid artificial locomotion patterns that trigger nausea, use comfort options (vignetting, teleport movement), and test on real users โ so comfort is engineered in, not hoped for.
Often, yes. With OpenXR and a clean architecture we share rendering, interaction, and logic across VR headsets, and adapt the experience layer for AR. Truly different paradigms (room-scale VR vs phone AR) get tailored UX, but the engine work is reused to control cost.
Yes. We prepare builds, store assets, and compliance for the Meta Horizon Store, App Lab, and the Apple Vision Pro App Store, and we support the review process โ plus optional ongoing content updates after launch.
Tell us the experience and the device. We'll come back with a comfort and performance plan, a prototype scope, and a fixed quote.
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