Spatial computing beyond the headset demo
What we learned shipping VR Biathlon and a 360/180 playback engine to real audiences.

Immersive products are judged in the first thirty seconds. If the frame budget slips or the horizon drifts, no amount of content saves the session.
For VR Biathlon we treated latency as a product requirement rather than an engineering detail: fixed-cost render passes, predictive input smoothing, and a hard rule that no gameplay system may allocate during a frame.

Our 360/180 playback engine takes the same stance on delivery — adaptive tiling so viewers only stream the pixels inside their field of view, with a low-resolution base layer that guarantees a frame even on poor connections.
Spatial computing rewards restraint. Fewer systems, tighter loops, and relentless attention to the first minute.
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