Oculus Rift or HTC Vive: Which Headset is Better for Architects?

Posted by Leah Kovach on Aug 7, 2018 5:45:35 PM
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Topics: HTC Vive, Oculus Rift

How To Pack The Perfect VR Kit For On-Site Client Design Reviews

Posted by Leah Kovach on Apr 25, 2018 6:57:40 PM

Communicating your design vision to clients and stakeholders is one of the most crucial moments for your project. Generating interest and excitement is not only what moves things forward, but it helps build solid relationships that can turn into repeat business for your firm.

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Topics: Immersive Review, Tutorials, Walkthrough, HTC Vive, Oculus Rift

Case Study: ZEBRADOG

Posted by Leah Kovach on Nov 6, 2017 9:27:39 AM

 

About ZEBRADOG

ZEBRADOG is an internationally-recognized Experiential Design firm in Madison, Wisconsin that specializes in creating immersive branded experiences for a wide-range of national and international clients. Their diverse range of projects extend from Museum design, to Corporate Office Experiences, and Sports/Entertainment venues through community-branding and public placemaking.

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Topics: Case Study, Immersive Review, Prospect, VR, Case Studies, Oculus Rift

Going Green: How We Did Mixed Reality Capture with Prospect

Posted by Tyler Hopf on Sep 5, 2017 1:46:58 PM

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Topics: Immersive Review, Mixed Reality, Prospect, Tutorials, virtual reality, Oculus Rift

How to Get Started With Room-Scale VR for the Oculus Rift

Posted by Sam Al-Mutawa on Aug 17, 2017 12:53:02 PM

Several users have written us asking if Prospect supports the use of room-scale with the Oculus Rift system. The short answer is yes; Oculus Rift officially enables room-scale VR through the use of a third sensor that fills any gaps in tracking coverage and allows for full movement. The long answer is... this blog post. We’ll be touching on some of the considerations, necessary equipment, and advantages of using this type of setup. By the end, you should be able to get up and running with room-scale VR!

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Topics: Prospect, Tutorials, HTC Vive, Oculus Rift

Virtual Reality in the Workplace: 4 Ways to Set Up VR for Every Office Layout

Posted by Leah Kovach on Jul 10, 2017 5:39:00 PM

One of the most common questions we get asked is how IrisVR sets up virtual reality for various different office spaces and user requirements. We’ve tried pretty much every configuration: at our office we have 20 Oculus Rifts, 5 HTC Vives, 6 Gear VRs, and about 500 Cardboards. The Oculus Rifts are used at individual employee desks and two are taken on the road when we’re giving quick demos. Two of the Vives are set up permanently in common areas, and the other 3 are regularly shipped to conferences. We keep our Cardboards stocked as handouts for office visitors.

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Topics: Immersive Review, virtual reality, Webinar, HTC Vive, Oculus Rift

Behind the Scenes at IrisVR: Designing VR Software

Posted by Tyler Hopf on Apr 3, 2017 5:56:48 PM

 

With our latest update to Prospect I wanted to share our design process with you, our users, because your involvement is so essential to the evolution of our software.

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Topics: Design, Interaction, Scale Model Mode, virtual reality, Architecture, HTC Vive, Oculus Rift

Getting Started with Virtual Reality and Immersive Review

Posted by George Valdes on Sep 15, 2016 11:36:16 AM

This post is the third of four on how quality assurance and quality review processes can be augmented with virtual reality and immersive review.

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Topics: Immersive Review, Revit, SketchUp, virtual reality, HTC Vive, Oculus Rift, Rhino

Immersive Design and Immersive Review

Posted by George Valdes on Sep 15, 2016 11:26:56 AM

This post is the second of four on how quality assurance and quality review processes can be augmented with virtual reality and immersive review.

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Topics: Immersive Review, virtual reality, HTC Vive, Oculus Rift

IrisVR and HTC Vive Integration: Natural Movement and Interaction

Posted by Jack Donovan on May 6, 2015 11:28:29 AM

Update: Prospect is fully compatible with the HTC Vive. You can start a free trial today.

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Topics: IrisVR, Valve, virtual reality, VR, HTC Vive, Oculus Rift