Digital

Virtual Reality (VR) Experience

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The technology:

Immersive walkthroughs of unbuilt spaces using Meta Quest headsets. Two distinct formats — 3DOF panoramic tours for exhibitions and sales events, 6DOF full-movement experiences for design review and high-end client presentations.

Purpose: Communication Technical Approach: Digital Reality: Conceptual Reality
Complexity: 5 - Cutting-Edge Cost: €€€€ 3D Model: Output from 3D Model

VR puts a person inside an unbuilt space at real scale. No flat screen, no camera angle — just the room, at the size it will actually be, in every direction. Scale perception, spatial relationships, and the feeling of a volume are things VR communicates directly that no other visualization medium can replicate.

We offer two distinct VR formats that serve different purposes and production budgets.

3DOF vs 6DOF

Both formats run on Meta Quest headsets — the source content and interaction model are what differ

3DOF — Panoramic Tour 6DOF — Full Movement
Movement Fixed viewpoints — look freely in all directions, navigate between positions Walk anywhere within the space — full physical movement tracked
Hardware Meta Quest headset, standalone Meta Quest or Rift, standalone or PC-connected
Content source High-resolution 360° renderings or photographs Real-time 3D environment built in Unreal Engine
Visual quality Pre-rendered — matches the quality of the 360 renders used Real-time rendering — quality limited by GPU, but fully interactive
Interaction Navigation between viewpoints, optional hotspots Pick up objects, open doors, switch materials, modify the space
Production time Faster — builds on existing 360 render workflow Longer — full Unreal Engine scene build required
Cost Lower Higher
Best for Sales events, exhibitions, remote visits, large-scale residential Design review, high-end client presentations, decision-critical projects

3DOF: the exhibition and sales format

The 3DOF experience is built from 360 Renderings or 360 Photography loaded into a Meta Quest headset. Users look in any direction and navigate between viewpoints — room to room, floor to floor — using gaze-based or controller-based hotspot navigation.

The distinctive feature of our 3DOF setup is the headset-tablet pairing: each VR headset is paired with a tablet showing the sales agent exactly what the user is seeing, in real time. The agent can guide the experience, point out features, and respond to questions without breaking the user’s immersion. Multiple headset-tablet pairs can run simultaneously from the same local WiFi hotspot — useful for pre-sales events where several visitors explore at once.

Off-grid operation — the setup runs entirely without internet access. Content is served from a local access point, making it reliable for on-site visits, show apartments, trade show floors, and locations with no reliable connectivity.

6DOF: full movement and interaction

6DOF experiences are built in Unreal Engine from the 3D model. The user physically walks through the space — their real movements translate directly into the virtual environment. Turning to look back, stepping closer to a wall to examine a material, crouching to check clearance under a counter — the spatial understanding you get from 6DOF is fundamentally different from any fixed-viewpoint format.

Hardware options:

  • Meta Quest standalone — untethered, no cable, full room-scale. Performance is limited by the headset’s built-in processor; scene complexity must be managed accordingly.
  • PC-connected (Quest or Rift) — tethered to a high-end workstation via link cable or wirelessly. Full GPU power, significantly higher visual fidelity, no performance compromise.

Interactive elements possible in 6DOF:

  • Material and finish switching — see the apartment with white oak flooring, then switch to dark concrete
  • Furniture placement — move objects within the space
  • Lighting changes — time of day, artificial light scenarios
  • Door and aperture opening — test actual clearances and spatial transitions

What we need from you

3D model For 3DOF: same model used for 360 renders. For 6DOF: a clean, optimized 3ds Max model we convert to Unreal Engine — polygon count and material complexity must be managed for real-time performance.
Format decision 3DOF or 6DOF? We advise based on the project type, event context, and budget. A residential pre-sales exhibition and a design review for a hospital have very different requirements.
Viewpoints (3DOF) Which rooms and positions should be navigable. Planned from the floor plan before 360 renders are made.
Interactions (6DOF) What should the user be able to change or manipulate. Each interactive element adds development time.
Event context Exhibition floor, sales office, site visit, client boardroom. The setup — number of headsets, tablets, local server — is configured for the specific deployment.

Source content for 3DOF experiences: 360 Renderings or 360 Photography

For non-headset navigable 360 tours — browser-based, no hardware required: 360 Tour