AR/VR Application Build

AR/VR apps users finish โ€” without reaching for the off button.

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.

  • Quest ยท Vision Pro ยท mobile AR
  • 90fps comfort budget
  • OpenXR โ€” one codebase

The real-time frame loop

1Capture
2Track
3Render
Quest 3Vision ProARKitARCore
Frame budget ยท no dropped frames90 fps
90fps

Comfort frame budget held

9ร—

Longer sessions vs prototype

OpenXR

One codebase, many headsets

100%

Profiled on real devices

Comfort, performance, and feel

The headset is unforgiving โ€” so we engineer for it

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.

Frame budget is the design

We hold 72โ€“90fps as a hard constraint and profile on-device throughout โ€” because dropped frames are exactly what make users queasy and quit.

Comfort engineered in

Vignetting, teleport locomotion, and motion-cue discipline so the experience feels good for an hour, not just the first novelty minute.

Natural interaction

Hand tracking, gaze, and controller schemes tuned per device so reaching, grabbing, and pointing feel obvious instead of fiddly.

One build, many headsets

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

An app that ships to the store

Comfortable, performant, and submission-ready โ€” not a fragile prototype that only runs on one developer's headset.

  • A production AR/VR/MR application on Unity or OpenXR
  • On-device performance held to a 72โ€“90fps comfort budget
  • Comfort and locomotion design that avoids motion sickness
  • Hand-tracking, gaze, or controller interaction tuned per device
  • Multi-headset builds plus optional mobile AR (ARKit/ARCore)
  • Store submission support and an optional content-update retainer

From storyboard to store

How we build your AR/VR app

  1. 1

    Experience & comfort design

    We design the interaction model and locomotion for comfort first, then storyboard the experience around a realistic frame budget.

  2. 2

    Engine build & interaction

    Unity/OpenXR engineering with hand tracking and physics, architected so one codebase targets multiple headsets cleanly.

  3. 3

    On-device optimization

    Continuous profiling on Quest and Vision Pro โ€” draw calls, foveated rendering, LODs โ€” to lock in a stable, comfortable frame rate.

  4. 4

    User testing & store launch

    Comfort and usability testing with real users, then store submission and compliance for Meta and Apple platforms.

AR/VR, in production

Atelier Home: a VR showroom that replaced the $280k pop-up

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

Retail ยท Immersive Commerce
Sustained frame rate (Quest 3)Comfortable
Before
Prototype: 48fps
After
90fps
Average session length~9ร— longer
Before
3 min (then nausea)
After
27 min
Physical showroom cost / launchโˆ’86% cost
Before
$280k
After
$40k
90fps

Sustained (was 48fps)

27 min

Avg session (was 3 min)

โˆ’86%

Per-launch cost

+34%

Configurator conversion

โ€œOur 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€
โ€” Director of Digital, Atelier Home
UnityOpenXRMeta Quest 3Apple Vision ProC#URPRead the full case study

Straight answers

AR/VR app development questions

How much does it cost to build an AR or VR app?

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.

Which AR/VR platforms and headsets do you develop for?

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.

Why do some VR apps make people feel sick?

Motion sickness in VR comes mainly from low or unstable frame rate and mismatched motion cues. We hold a strict 72โ€“90fps 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.

Can you build for both AR and VR from one codebase?

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.

Do you handle app store submission for Quest and Vision Pro?

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.

Build AR/VR that feels right. Every frame.

Tell us the experience and the device. We'll come back with a comfort and performance plan, a prototype scope, and a fixed quote.

2000+ vetted engineers ยท 3 global hubs ยท 98% client retention

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