mobile hybrid VR.

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Both Worlds.

Designed to fill a low-to-mid range VR market niche, VeaYA takes the affordability of 'mobile-VR' and seeks to incoorperate elements of 'all-in-one' VR, in order to create an experience comparable to products many hundereds of dollars more expensive than itself.

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VeaYA attempts to lower the barriers to entry further by combining the practical and affordable elements of low-end mobile-VR, and the fidelity that comes with some of the more premium VR setups.

 

The 'hybrid' element of the design relates to the way a user's smartphone makes up much, but not all of the electronic architecture in the VR headset; leveraging both the phone's high-fidelity screen and mobile-performance to handle the portable-VR computation.

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The front housing of the HMD contains the other half of the electronic elements, that are designed to counteract some of the issues with a 'phone-VR' setup: namely containing a power-bank to prevent draining the phone's battery too quickly, and tracking sensors comparable to that used in the Oculus Quest; transferring their raw data via USB C to the phone, allowing for everything from room-scale tracking, to controller-tracking, to hand-tracking and everything in-between.

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Much like the Oculus Link feature, connecting the front panel to a high-end PC via a seperate USB-C bypasses using the phone's limited performance completely, essentially turning the headset into something comparable to a tradiational VR headset. It wouldn't be as high-fidelity as the premium VR headset models; but aside from likely being cheaper than the Oculus Quest, the VeaYA also boasts the unique ability to easily be upgraded as a natural result of a user purchasing a newer phone model.

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Aesthetically, as is the case with much of the design, I wanted to emphasise how VeaYA is meant to walk the line between the Daydream and Quest markets, borrowing a few elements from either design that showcase a mix of casual and professional; I also added some more retro elements and colours inspired from the arcade and NES/SNES era gaming periods to add a little unique flair, but to also act as a counterpoint to some of the more clinical designs seen in current products. As a fortunate consequence this also meant having large, friendly controller buttons, meaning they'll be easier to find whilst in VR.

 
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