Delivering VR in 2020:

14 ms on a smartphone chip

Virtual reality has come a long way since the 2012 Oculus Rift Kickstarter, so much so that we don't even need an expensive PC anymore. We take a look at what it takes to render a believable 3D-world in 14 ms on a 4-year-old smartphone chip.

Virtual reality has come a long way since the dawn of modern VR with the 2012 Oculus Rift Kickstarter. Long gone are the days of expensive PCs struggling to stay above sickness-inducing frame-rates. We take a look at the state of Virtual Reality in 2020, and how we went from 1500 euro gaming PCs to fully self-contained headsets running on an integrated SoC. How do we approach developing software for these self-contained headsets? Whats optimisations did we come up with to make this possible? What are the limitations of these modern stand-alone headsets? We will take the lid of some of the 'secrets of the trade' and along the way we’ll talk a bit about the tools we use in our development.


Leon Pillich

Owner at VR Lab

Leon studied Computer Sciences at the Radboud University ages ago. After graduation he joined a software company, Aia Software, that developed a software solution for document composition. After more than 20 years, Leon and his associated sold Aia Software. After a transitional period working for the new owner of the company and a one year sabbatical he started VR Lab in January 2017. VR Lab earns its money developing Virtual Reality solutions for profit and non-profit organisations. Leon’s role is in VR Lab is very diverse, from software development to business development.

Tom Sanders

Owner at VR Lab

Tom started Computer Sciences at the Radboud University in 2011. From November 2016 up until June 2019, Tom worked as an independent VR/AR Developer. During that period he cooperated on a number of projects with VR Lab. So much so that he joined VR Lab in July 2019. Tom is a seasoned VR developer wit a broad set of skills. He develops in both Unreal Engine and Unity for VR Lab, but has a passionate preference for Unity. Tom likes to be challenged and is very keen on keeping track of all the cool innovations in the VR space.