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Immersive·July 5, 2026·5 min read

Spatial computing beyond the headset demo

What we learned shipping VR Biathlon and a 360/180 playback engine to real audiences.

Wireframe 360 sphere with a headset silhouette in sage and cream tones

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.

Sphere covered in adaptive video tiles
Adaptive tiling streams only the pixels inside the viewer’s field of view.

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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