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We're less then 2 months away from our initial app launch on Android (Google Cardboard), and the blog has been a bit quiet lately as we are heads down preparing.  If you're interested in getting free early access to some of our VR films, please join our email list. You can also check out a sampling of our upcoming virtual reality titles on our new VR Films section.

Creating Stereoscopic 360 Video Renders in Blender

Whether you use 3DS Max, Maya, Cinema4D, or Blender -- there's still no easy way to natively create stereoscopic 360 renders within your software. As we have blogged about in the past, the incredible (and free) Domemaster3D Plugin from Andrew Hazelden has made it easy for Maya, Max, and C4D users to create stereoscopic 360 renders, but a common complaint is that it lacks Blender support.

For Blender users, we highly recommend use of the patch made available on the Blender Developer's Blog which enables stereoscopic 360 rendering directly from Blender.  After installing the patch, follow the instructions on the Blender blog and you will have a 360 spherical camera which is easy to implement and gives amazing results!


HoneyVR Announces Catalyst Virtual Reality Series to Bring Social Causes to Life

HoneyVR, a leader in virtual reality content and technology, today announced the “Catalyst” series of virtual reality experiences designed to raise awareness for important social causes. The company is partnering with leading charities around the world to create cause-based 360º video experiences at no cost to the charity, using HoneyVR’s “Hive” network of professional virtual reality filmmakers.

“Our goal is to use virtual reality to give people a deep, emotional connection to a social cause,” stated Steven Austine, company’s CEO and co-founder. “Typically with social causes, people don’t engage to support the cause unless they feel an emotional connection to the issue. We feel strongly that virtual reality can provide those emotional connections between people and social causes on a scale which is unprecedented in history.”

According to company officials, participating charities will be paired with virtual reality filmmakers from HoneyVR’s “Hive” network in order to create 3 - 10 minute VR films about a social cause, at no cost to the charity. In one project, a whale and her calf are followed on an epic odyssey meant to raise awareness on illegal fishing issues. The projects cover a range of social causes including environmental, cultural, health issues, and more. All completed VR films will be available at no charge to consumers in the HoneyVR app across all VR platforms including Oculus Rift, Google Cardboard, Samsung Gear VR, Sony Morpheus, and others in early 2016.

“We are passionate about virtual reality projects that are both entertaining and culturally significant, such as the ‘Catalyst’ series we’re announcing today as well as the ‘Time Traveler’ series we announced in July, which memorializes historical events using virtual reality,” stated Brandon Mizrahie, a co-founder at HoneyVR. “The company plans to announce other content programs in the future which are both important for society and extremely entertaining.”

About HoneyVR

Based in Denver and founded in 2015, HoneyVR is a leader in virtual reality content and innovation. The company produces and distributes ultra-immersive VR experiences across all virtual reality platforms including Oculus Rift, Samsung Gear VR, HTC Vive, Sony Morpheus, and Google Cardboard for Android and iOS. Our Hive community is the world’s first network of professional virtual reality content creators, with hundreds of participating artists and studios.

For the original version on PRWeb visit:

HoneyVR Announces 200+ Virtual Reality Experiences from a “Hive” of 360° Video Producers

Please read our full press release on the Hive's growth!

HoneyVR, a leader in virtual reality content and technology, today announced significant growth of its “Hive” community of elite 360° video producers to over 200 active projects, with 1,000 proposals submitted. As the world’s first network of professional virtual reality content creators, the Hive has grown exponentially in just a few months due to tremendous interest amongst CGI and film studios in creating VR films and experiences.

“There is a huge lack of content in the virtual reality industry and HoneyVR is on a mission to solve that,” stated Steven Austine, the company’s CEO and co-founder. “We have figured out an approach to 360 video content production and distribution that can produce extremely high quality VR experiences at scale, and the market is definitely responding.”

HoneyVR’s pipeline of virtual reality projects extends across a wide range of styles and genres, with the goal of creating a library of “snackable” experiences where consumers can “sit back and seamlessly journey to different places, times, and realities,” according to Austine. He added that the company’s guiding principle when evaluating new virtual reality film projects is that the content “evokes a deep emotional response from viewers, whether it be uplifting and inspirational or downright terrifying.”

Some examples of HoneyVR’s 360° video-based virtual reality projects are below:

“9/11” is a VR experience which re-creates the tragic events of 9/11. 
“Firefly” is a breathtakingly beautiful VR film where you fly around an enchanted forest in pursuit of your mate. 
“Orbit” immerses you into the depths of our solar system, complete with authentic NASA space sound feeds from NASA. 
“Quarantine” is a terrifying tour through the forlorn Whittingham mental asylum, if you can muster the courage to watch it. 
“Space Coaster” is an unbelievably thrilling VR roller coaster experience which is set in outer space.

HoneyVR invites all qualified CGI artists and 360° filmmakers to join the Hive by submitting a proposal at the below link. As the world’s only professional community for virtual reality content creation, the Hive provides a fully compensated and structured program for digital artists to produce and distribute 360° video content on a long-term basis:

About HoneyVR

Based in Denver and founded in 2015, HoneyVR is a leader in virtual reality content and innovation. The company produces and distributes ultra-immersive VR experiences across all virtual reality platforms including Oculus Rift, Samsung Gear VR, HTC Vive, Sony Morpheus, and Google Cardboard for Android and iOS. Our Hive community is the world’s first network of professional virtual reality content creators, with hundreds of participating artists and studios.

Creative Techniques to Add Excitement to Your 360° Video VR Content

At HoneyVR we take the stand point that great virtual reality content is not only visually beautiful and immersive, but also offers the viewer some dynamic, thrilling elements.  We specify this in our Best Practices for 360° Video / VR Content Production  but we wanted to elaborate more on some of the techniques we're seeing used by our Hive  community of VR content creators to create a sense of thrill in their works: 

1) Surprise:  Surprising the viewer in any way works very well in VR.  Many of the techniques used in horror movies to surprise and scare users can work very well in VR.

Example:   The camera is meandering through a dark corridor when suddenly a ghost flashes in front of him and then quickly disappears.

2) Swoop Low and Soar High: One of the best ways to give the virtual reality viewer a sense of thrill is via dramatic changes to the camera’s altitude. Let the camera swoop down fast or soar high so the viewer feels like he’s falling or flying.  Experimenting with different approaches to altitude changes can really add pop to a VR experience.

Example:   The camera is flying through a forest environment and suddenly swoops down to through a hole in the ground into a cave before soaring back up above-ground.

3) Near-Collisions:  Whether you are moving at an object fast or an object is moving at you, near collisions are always a fun way to get the viewer’s blood pumping in VR.

Example:  The camera is flying toward a castle and has a near-collision with the draw-bridge as it is coming down.

4) Full-Collisions:   Full-collisions can be a great way to end a VR experience or scene.  

Example:   The camera gets run over by a truck to end a scene or experience.

5) Acceleration:  Simply accelerating the camera’s movement trajectory can add exhilaration to any 360º video VR experience. Just don’t over-do it -- generally you don’t want the camera to be going fast the entire time.

Example:   The camera is traveling through a blood vessel environment peacefully when suddenly it is chased by a virus cell, initiating a fast camera segment before slowing down again.

6) Reach out and touch:  A more subtle way to create a sense of thrill for viewers is to bring objects very close to them, enough to give them the urge to touch it.  This typically works best with stereoscopic works but can also be achieved with monoscopic.

Example:   The camera is in an under-water environment and a sea creature comes right up to the camera to kiss it.

7) Extreme Scaling:  Use of extreme scaling is another great tactic for 360° video content production.  Putting the viewer in a massively scaled environment or a tiny, claustrophobic one can induce a sense of awe and bemusement in the virtual reality context.

Example:   The camera is surrounded by a world of enormous robot creatures, reaching hundreds of feet into the air from the perspective of the camera.

HoneyVR Recruiting CGI Artists for "Time Traveler" Series to Re-create Historical Events as VR

We at HoneyVR are elated to announce today the start of the submissions period for our new virtual reality  series, Time Traveler. The series is a collection of VR experiences which will let viewers witness history’s most dramatic events first hand -- be a passenger on the Titanic, Neil Armstrong on the moon, or a Navy SEAL raiding Osama’s compound, among many other events.  Our goal is to use virtual reality to memorialize humanity’s most important events, from our brightest to darkest moments.

We are now accepting submissions for the program from talented CGI artists who are passionate about history and making an impact on society. Please see program details below and submit a proposal at the below link if you are qualified and interested:

Program Details

  • $10,000 guaranteed + $.02 per view.  

  • 3 minutes in length

  • 4096x2048 resolution and in accordance with all content specs found on our website.

  • Only the highest quality, photo-realistic works will be accepted into the program.

  • Artists must choose a historical, religious, mythical, or natural event which has been impactful and influential in history. Artists are strongly encouraged to propose an event which they are personally interested in. If we don’t like your concept but we like your portfolio and other materials, we will work with you on selecting a better concept.

  • Works must be both historically accurate and entertaining / exciting.

  • We encourage works on sensitive subject matter as long as they are executed in a historically accurate and tasteful manner.  Our standpoint is that history’s darkest moments are often the most important to memorialize.

  • We encourage artists to make multiple proposals -- there is no limit on the # of submissions per artist or studio.


Samsung's Next Galaxy Note Will Sport a 4K Display and Why That's a Big Deal for the VR Market

It's (almost) official -- next year will be the year of 4K displays coming to flagship mobile devices, possibly starting with the Samsung Galaxy Note 5.  This is a very big deal for the VR market in our view, and has several major implications worthy of discussion.  Firstly, we believe this will create a huge resolution advantage for mobile-based VR platforms such as Samsung's Gear VR and Google Cardboard. Secondly, even within the mobile-based VR platforms there will be a significant resolution advantage for 360 video versus interactive VR apps.

Mobile-based VR Platforms Will Have a Huge Resolution Advantage

The Samsung Gear VR and even the lowly Google Cardboard already have a significantly higher resolution then the Oculus Rift and other major VR development kits on the market. This is simply because these units take advantage of the ultra high-res displays shipping with Android phones -- for example the Note 4, which works with the Samsung Gear VR, already sports a 2560x1440 resolution compared to the DK2's built-in Note 3 screen at 1080p.    

Once Samsung and other Android OEM's start shipping 4K displays, this already prominent resolution advantage enjoyed by the mobile-based VR platforms will be greatly advanced.

360 Video Will Have a Huge Resolution Advantage Vs. Apps, Even Within Mobile-based VR 

Since mobile display technology seems to be far outpacing advancements in game-engine and mobile CPU/GPU capability, it appears that during this initial era of 4K mobile devices there will be a huge resolution advantage to watching 360 video versus playing interactive VR apps.  The reason is simply that game engines will not be able to render natively at 4K on mobile devices for quite some time further in the future, and therefore VR apps won't initially be able to take full advantage of the 4K capability coming to mobile devices.

The Gaps Will Get Much Wider at 8K

Due to the faster rate of innovation of mobile display technology vs game-engine rendering capability, we are fairly sure that both of the resolution gaps cited above will only intensify over time.  360 video at 8K resolution on mobile-VR platforms will come far sooner than VR apps are able to render at 8K. 

Castrol Edge Makes Motor Oil Cool Blending VR with Real Racing


Castrol Edge has come out the gate blasting setting the bar way above the stratosphere for branded virtual reality content with their release of Titanium Strong Virtual Drift.  Champion Formula Drift race car driver Matt Powers (pictured above), outfitted in a customized Oculus DK2 helmet, navigates a virtual apocalyptic VR race course in space while driving his 650-horsepower Mustang in the real world.  In his VR helmut, he's fed 360 images of volcanic rock and crumbling roads and his only way through the course is in his real car; a combination of real life driving and virtual reality scenes.

The result is memorizing as we watch Powers maneuver through the digitally constructed intergalactic virtual reality terrain and track, all while racing his car on a road in the real word.  The scenes cut back and forth between the virtual and real world as we witness Powers navigate the course.   From the passenger seat, then from a stationary camera on top of his Mustang, we witness Powers race as he avoids virtual falling boulders, tidal rock waves, and crumbling roads.  Man and machine are pushed the the limit.

Does he pass the test and survive the course? We recommend you put on your HMD and watch this 360-degree video, it's like nothing you've ever seen before.

VR Best Practices: Camera Movement Techniques for 360° Video Content Production

At HoneyVR we are learning a lot about what works and what doesn't in virtual reality content production, thanks to the hundreds of VR projects being worked on by talented filmmakers and CGI artists in our Hive partner network. One of the most common mistakes we see from artists working on their first VR project is a lack of understanding of best practices for camera movement techniques in the 360° video context. 

In our view, 3 of the fundamental camera movement techniques used in traditional film making should be completely excluded when creating virtual reality content:

  1. Tilting:  You should never tilt the camera when creating 360° video content for virtual reality. The reason is simply that the user can look up or down for himself in the VR context, and therefore you should not force him to look up or down via a camera tilt. It can be disorienting and even nauseating for the viewer in the VR context.  
  2. Panning: You should also never pan the camera, for the same reasons that you shouldn't tilt the camera. In the VR context, the viewer can look left and right for himself and therefore should not be forced to do so.
  3. Zooming:  This isn't technically a camera movement technique, but you should never zoom the camera in VR either. Zooming feels extremely unnatural in VR since humans cannot zoom with their eyes -- move the camera, don't zoom it. 

Many artists working on their first VR project for HoneyVR often ask us how they can get the viewer to focus in a particular direction if they cannot use camera tilting or panning. The answer is simple -- by using visual and aural cues.   Virtual reality content producers should visually or aurally cue the user to look up, down, left, or right via visual cues like lighting and 3D spatial audio (applied by HoneyVR).

So what camera movement techniques should be favored in virtual reality?  Your bread and butter camera movements for VR should be the following 3:

  1. Dolly/Tracking shots
  2.  Trucking shots
  3. Crane shots

We'd also like to add that, while camera movement can definitely enhance a VR Experience, many amazing VR Experiences and VR Short Films have no camera movement at all.  Oftentimes it's enough to just have a static pedestal camera approach where the action occurs around you and interacts with you.  We call this an Eye Witness style experience in our VR Experiences Guidelines, and one of our favorite examples is 11.57, a virtual reality horror short film produced by Sanne Van Hattum and Virginie Roy of the Sid Lee Collective.  11:57 is notable in the sense that it has zero camera movement, yet it achieves a frightening horror experience. In fact it was so scary that many of us at HoneyVR could not complete it  :)  

If you're interested in more advice on virtual reality content creation please check out our VR Best Practices page on our site.

Jurassic World VR Experience by Universal and Felix&Paul Puts You Eye to Eye with an Apatosaurus

Today Universal Pictures made their Jurassic World VR Experience available for free download in the Samsung Gear VR app store. The short virtual reality film is a promotion for the upcoming motion picture, Jurassic World, and it's awesome!

We are really impressed with this experience and highly recommend downloading it if you have a Samsung Gear VR.  The piece begins in a verdant jungle setting which appears to be the work of Felix & Paul, a small studio in Quebec producing some of the best stereoscopic 360° VR footage in the world right now.  A large, CGI generated dinosaur is sleeping in the jungle setting and slowly awakens (we believe the Dinosaur was created by ILM, and not Felix & Paul).  Just as the piece starts to feel a little boring, the dinosaur approaches and gives you an incredible face to face dino-encounter that you will never forget.

The Jurassic World VR Experience is extremely entertaining and also notable for its mixed use of CGI and 360° live action footage in a single VR experience, a technique which is still very rare within the VR context despite being ubiquitous in movies.  Mixing CGI and filmed content is much more difficult in VR due to the complexities of shooting and compositing in stereoscopic 360° film.

Our hats go off to Samsung for getting some phenomenal 360° video content into the Gear VR app store recently, particularly via partnerships  with elite Hollywood studios to promote traditional movie titles via VR Experiences.  Recent examples include their work with Marvel on the Avenger's VR Experience as well as the Insurgent VR experience.

Using Spherical Cameras in Arnold and V-Ray for Painless Rendering of VR Content

There are many rendering tools on the market, but many of HoneyVR's partner artists are choosing Arnold and V-Ray to render their virtual reality projects due to straightforward support for spherical cameras.  This makes life much easier for VR content creators compared to the traditional approach of setting up multiple cameras and stitching, which is essentially an emulation of how VR is created using live action film.

In the CGI context, there is no need to setup multiple cameras and stitch them together in order to achieve 360 degree video rendering.  Arnold, V-Ray, OctaneVR, and other rendering tools often provide native support for spherical cameras.  As a result, Maya + Arnold has become the top choice for VR artists in HoneyVR's Hive network, followed closely by Maya + V-Ray.  

For Arnold users, Solid Angle has put together a great tutorial which includes custom shader code for setting up the spherical camera.  

For V-Ray users, PixelSonic has an excellent tutorial on setting up spherical cameras using V-Ray.  

We hope you find the above information helpful when considering rendering tools for your next VR project.  Also please note that our render farm, available free for all members of the Hive, supports both V-Ray and Arnold. We look forward to rendering your next VR project for you!

Virtual Reality or Total Recall?

Remember the classic sci-fi film Total Recall (1990), based on the Philip K Dick short story, where Arnold Schwarzenegger’s character Douglas Quaid goes on a virtual vacation to Mars?  With the coming launch of Oculus Rift, Project Morpheus, Gear VR, and HTC Vive virtual reality headsets, we can all now embark on a virtual vacation.  But not just a vacation, like Douglas Quaid, we can now go beyond experiencing foreign landscapes and settings, from witnessing a story, to actually becoming the main character in it. 

Virtual Reality is creating a new medium for storytelling.  Screenwriters and short story authors now have the power and ability to place their audience inside the story as a main character.   We are excited to see how this will shift the landscape of storytelling.  The same way that magazines and newspapers in the 19th century gave rise to episodic storytelling in daily or weekly columns, virtual reality is going to alter the way we tell stories and share experiences.  Actually it already is, VR short films were the standouts at the Sundance film festival in 2015.

The film Lost stars a robot where users can lose themselves in the virtual environment by stopping to look around and view areas of interest and even interact with certain elements from the film. Project Syria is another interesting title where viewers can experience immersive journalism in present day Syria.  Chat with a group of locals, and watch a terrorist attack take place and people scramble on the street for safety. Way to Go is a short film that allows viewers to soar through a magical and mysterious forest as a black and white figure.

As HoneyVR writers, animators, and graphic artists explore the new frontiers and possibilities of VR filmmaking in short films and immersive experience, we are excited for our viewers to be part of our stories.       

Domemaster3D: An Awesome Free Plugin to Create Stereoscopic 360° Video for VR with Maya, 3DS Max and Softimage

Domemaster3D has been around for a while, quietly servicing the niche industry of animation services for planetarium  and other full dome projection markets. As filmmakers and digital artists start to rush into virtual reality content production, there has been a renaissance in the tools used to service the full dome theater market.  Domemaster3D is a perfect example of such a tool, as it's popularity has risen exponentially since the first Oculus developer kit was released.




Many Hive artists are using Domemaster3D as a powerful and free plug-in to create a spherical / equirectangular camera within Maya, 3DS Max, or Softimage for virtual reality projects.  For the more ambitious artists working on stereoscopic VR works, Domemaster3D has become the favorite option due to it's native integration with Maya's stereo camera rig system and general ease of setting up stereoscopic panoramic renders.

We consider Andrew Hazelden a rock star for making such a powerful and easy to use tool available for free. If you use Domemaster3D please make a donation to Andrew to support his efforts on the project.  Andrew also offers some excellent paid tools for VR development, such as PlayblastVR, another amazing tool for Maya users creating virtual reality projects.  

As always, we have no affiliation with Andrew and are only recommending his products for VR development because we believe they are excellent.

Using Blender and Cycles to Make 360° VR Experiences the Open-Source Way

Blender is the free, open-source option for CGI artists looking to make cinematic quality VR experiences for HoneyVR.  Many of our Hive artists are producing phenomenal VR using Blender and it's accompanying free rendering suite, Cycles. Our free render farm for Hive artists supports Blender along with Cycles, V-Ray, Arnold, and many other rendering options.

The trick to making VR-friendly, 360° panoramic renders using Blender and Cycles is to set the lens to Panoramic and the type to Equirectangular. The talented designer Johnson Martin has an excellent blog post on the subject which we highly recommend checking out.

Smell, Taste, and Touch VR?

We all knew we'd see and hear it, but several VR start ups out there are banking on engaging and tantalizing our other senses.  The Tesla Suit , according to their website, will deliver to the wearer the sense of touching and feeling in the virtual world. From the warm breeze of a summer’s day to the sudden impact of a bullet, the sensation of touch will be realized without vibration or noise in a textile that is not bulky or intrusive and can be worn like normal clothing.  Of course there's also T-Gloves.

Now that you've felt VR, want to smell it?  Well a VR start up called FeelReal is working on it.  It's a mask that goes under your Oculus or VR headset and exerts wind flow, hot air, water mist, and even odor generation.  Don't believe me, you can smell it for yourself.

And now get ready to taste the 'Digital Lollipop.'   Nimesha Ranasinghe has developed a prototype to send electrical stimulation to different parts of the tongue to simulate flavors. The users put silver electrodes on the tip of their tongue, connected manually or with Bluetooth to a control computer. The electrodes then transmit non-harmful electrical currents and slight changes in temperature. The varying currency, frequency and temperature stimulate the tongue's taste receptors, producing the illusion of taste.

And tired of sitting down while in your Virtual Reality games, films, or experiences?  A company called Virtuix  has created the Virtruix Omni allowing anyone to stand up and traverse virtual worlds with the natural use of their own feet. Walking and running in virtual reality creates an unprecedented sense of immersion that cannot be experienced sitting down.

HoneyVR is excited for all of the wearable virtual reality gear and  accompanying virtual reality hardware being created.  It will enhance our users experience in the virtual worlds our Hive artists are creating.

New VR Short Film "SONAR" is a Masterful Showcase of CGI-based Virtual Reality

One of the absolute best VR short films we have seen to date, SONAR, has just been released for free download by Philipp Maas and Dominik Stockhausen.  We highly recommend  checking it out! 

Philipp and Dominik created SONAR as a summer project in 2014 at the renowned international film school  Filmakademie Baden-Württemberg in Ludwigsburg, Germany.  The 360° virtual reality film, which brings users deep inside an ancient complex of caves, delivers a truly thrilling and visually stunning experience.  The CGI-based environments are gorgeous and ultra photo-realistic, the sound track by Alexander Maas is phenomenal, and the story is engaging -- this is an incredible VR short which we highly recommend!

Equally impressive to the artist achievements of the work, is the fact that the small team created and rendered such a high-quality, 6-minute VR film in only 2 months and used only 4 workstations!  We at HoneyVR are extremely impressed with SONAR and the team behind it --  a big congratulations to Philipp, Dominik, and Alexander!

Virtual Reality Surprises at Film Festivals

Everyone here at HoneyVR has been noticing that the latest trend at the hottest ticket film festivals is to strap on your virtual reality goggles. At the 2015 Sundance Film Festival, extremely immersive virtual reality short films like Lost, Birdly, Project Syria stole the show.  "It really starts this year," says Fabian Troxler, a co-founder of Birdly. "People realize you can do so much more than gaming stuff. You can also tell stories."

Our team at HoneyVR  was also excited to see The Tribeca Film Festival, co founded by Robert Deniro is also making a big push with VR films. “VR is really challenging the language of cinema in a big way,” says Ingrid Kopp, director of interactive at the Tribeca Film Institute. “This is the time when the future Martin Scorseses are going to be testing the waters and showing some of their early work in VR.” VR experiences at the festival included the works of the Stanford University’s Virtual Human Interaction Lab, where viewers could strap on an Oculus Rift to go deep-sea diving and play quarterback in a football game.

Facebook has gotten into the action forming their own VR studio of Pixar veterans called Story Studio.  Story Studio premiered its first VR experience “Lost” at Sundance Film Festival and the Tribeca Film Festival. 

With festivals and fans begging for more VR content, HoneyVR was born. Every day, Hive artists create unique immersive cinematic experiences that explore new possibilities.  Viewers can experience what it’s like to be a pinball traveling through a pinball machine, to be a character in a short story, to fly through the clouds with birds in a flock.  Sky is the limit.

You Must See Samsung & Marvel's Avengers 360 VR° Experience!

Here at HoneyVR we're big fans of CGI-based, pre-rendered VR content and we feel the category will play a key role in the virtual reality ecosystem.  One of the most strikingly amazing examples that we have seen to date is the Avengers VR Experience produced in partnership between Samsung and Marvel.

The piece is a spectacular 2-minute VR experience which puts you right in the center of a fairly epic battle between the Avengers and Ultron robots.  The quality is off-the-charts as you would expect from Marvel, and despite the short length the piece definitely makes you want to watch it again and again.

This is an extremely impressive work and we give our hats off to Samsung and Marvel!  We hope Samsung continues to push elite content creators like Marvel to produce top notch VR experiences. This will be critical in driving heavy consumer adoption of the Samsung Gear VR.

Rising Popularity of VR

Our HoneyVR team is excited to see the amazing traction VR has with over 100,000 Oculus Rift DK1 and DK2 VR Headsets sold to date (and that doesn't include Project Morpheus, Gear VR, HTC Vive, Carl Zeiss VR One, Avegant Glyph, and Razer OSVR headsets).  And this is all while VR headsets are still in development.  As of December 2014, more than 500,000 Google Cardboard units have been shipped and the Cardboard app on Android’s Play Store has exceeded 1 million downloads.  As we all know  Facebook acquired Oculus VR for $2 billion and Mark Zuckerberg estimates 50 to 100 million Oculus units will be sold in the next decade. 

The above Oculus booth was a big hit attracting huge crowds at the 2015 CES convention in Las Vegas. 

We're also excited to see all of the investments in VR.  Back in Oct 2014, Google invested half a billion dollars in Magic Leap. Techcrunch forecasts that AR/VR could hit $150 billion revenue by 2020. With all of the capital and fortune 500 investment in VR, HoneyVR is excited to meet the audience expectations with a slew of highly immersive and entertaining experiences.