The Next Generation of Gaming is Here
Until now, there hasn’t been a way to truly immerse yourself into virtual worlds in a way that allows natural, full-body interaction. PrioVR is changing the game by bringing you and your movements into virtual environments where you can see your body move as you move, manipulate items as if they were right in front of you, and interact as naturally as you do in the real world.
What People are Saying
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Getting You in the Game
PrioVR uses high-performance inertial sensors to provide 360 degrees of low-latency, real-time motion tracking without the need for cameras, optics, line-of-sight, or large, awkward equipment. All PrioVR needs is you.
PrioVR’s sensors are placed on key points of your body to capture your movements and translate them on-screen in real-time. PrioVR is wireless, allows for multiple simultaneous users, and will work anywhere - indoors or out, in capture spaces of any size.
PrioVR is available in three versions, the Core, the Lite, and the Pro, all of which are wireless and compatible with each other. All suits include two hand-controllers with action buttons, triggers, and joysticks. The joysticks let you easily navigate through large worlds without actually walking, while the trigger supports a familiar shooting experience.
All PrioVR suits come with demo games so you can experience the freedom of full-body gaming from day 1. And for those of you looking to develop games for PrioVR, we’ve got something special for you - Your very own reward tier with 10 hours of support from the YEI Technology team to help you get your project up and running quickly.
What's In It For You?
Where will the Money Go?
The sensor technology behind PrioVR is ready.
But first, we are going to enlist the expertise of an industrial design firm to make the most comfortable, ergonomic suit so you can play the most demanding games in style. They will help us refine the design of the suit to make sure your PrioVR lasts for years and is adjustable and comfortable for gamers of all sizes, from kids to adults.
And then, we’ll be ready for manufacturing. Your money will also pay for molds, tooling, and set-up to ensure cost-effective production as well as to source and contract with manufacturing partners to create a high-quality product.
Get to Know Us Better
PrioVR is developed by a team of gamers, engineers, and programmers who are passionate about virtual reality and excited about the opportunity to develop a product that will allow everybody to experience new worlds in their own homes. Our team has an extensive background in Digital Simulation and Gaming, Computer Science and Engineering, Mathematics, and Plastics Engineering Technology and have products being used in every major market segment including robotics, healthcare, defense, aerospace, industry and entertainment.
Paul Yost, Chief of R&D – Paul has a BS in Computer Engineering and a MS in Computer Science. First teaching at the University of Cincinnati, he then moved to Shawnee State University as a professor in the Computer Engineering department and also served as Director of the Center for Advanced Research and Development. He joined YEI Technology as the Director of Research and Development in 2007. Paul oversees all development, and is the definition of a DaVinci-style renaissance master of anything and everything that needs to be designed or built.
Steve Landers – Steve has a BS in Computer Science and Engineering, and has completed the coursework for his MS in Computer Science with an AI specialization. Steve is responsible for firmware and algorithm development and implementation. He has worked on the development of YEI 3-Space Sensors for over 3 years, and is the author of multiple patents in the area of sensor fusion and filter technology. Steve always wears shorts, no matter how cold it is.
Derek Bradley – Derek has a BS in Video Game and Simulation engineering under the Computer Engineering department at Shawnee State University. Derek is the lead for the microcontroller code, and has worked on YEI 3-Space Sensors for 4 years. Derek walks really slow and eats even slower. He codes really fast, and thinks even faster. Go figure.
Dan Morrison – Dan has a BS in Digital Simulation and Gaming Engineering from Shawnee State University. Dan focuses on game integration and APIs. He created the motion capture and VR demos for UDK and Unity as featured in the Kickstarter project, as well as those featured on YouTube and other media links. Dan plays a lot of video games, does amazing photography, and often sports a bangin’ mohawk.
Chris George – Chris has a BS from Shawnee State University in Game Simulation and Engineering, as well as a degree in Mathematics and Natural Science with a concentration in Physics. Chris has been working on YEI 3-Space projects for over 2 years, and specializes in demos, games, and visualizations. Outside of the office he’ll beat you on the soccer field.
David Rieksts – David is our resident mathematician. He has a BS in Math with minors in Computer Science and Physics from Kutztown University, and a MS in Math from Ohio University. David supports algorithm development and sensor optimization. He is a member of the Polar Bear Club in Barrow, Alaska.
Tricia Landers - Tricia has a BS in computer science from the University of Notre Dame, with a double major in Japanese. She specializes in application and implementation support for YEI Technology. Tricia always wears a hoodie, no matter how hot it is.
Jordan Chaney – Jordan is our Manufacturing Engineer, and has a BS in Plastics Engineering. She oversees the entire manufacturing and QA process. She is also an amazing musician and has recently self-produced an album. If you’re lucky, you can catch her at open-mic events in the area.
Richard Janita – Richard is part of our production team, and is completing a degree in Digital Simulation and Gaming. He sometimes uses the laser cutter to engrave questionable pictures on things he shouldn’t. True story.
Risks and challenges
We received some great feedback from all of you during our first Kickstarter campaign and we truly, madly, deeply thank you for telling us what the gaming community wants! At the same time, we’ve continued to work on PrioVR and move it closer to being a reality. We know that setbacks are going to happen - parts might be backordered, bugs show up in testing, and there might be delays in manufacturing.
Good thing we’ve been doing projects like this for 14 years! We currently offer next-generation inertial sensor solutions that provide real-time tracking, movement, and orientation data for the medical, entertainment, industrial, and military/aerospace industries. We have already developed a similar inertial motion tracking system based on our wireless 3-Space Sensors. The technology is here now, and we want to make it available to you.Learn about accountability on Kickstarter
Yes! The suits are fully modular, and can be expanded or reduced from one suit version to another.
Yes we will. We currently have plans to support C, C++, and C#
We expect latency to be in the 5 to 10 ms range based on our current technology, and will have more accurate figures as we get closer to the release version of the suit.
We plan to, at a minimum, support Unity and UDK, and may also add support for the CryEngine.
For rotational motion, the accelerometer and magnetometer can totally cancel out drift caused by the gyroscope, so rotational motion will never drift. When using our pedestrian tracking, there will be a small amount of positional drift with each step the player takes, but developers can handle this with a position zeroing process, or, in the case of our zombie demo, joystick controls can be used for long range motion, giving the user a chance to reposition themselves physically within the room.
The current hand controllers have two programmable buttons and a joystick on them. Keep an eye out for future stretch goals, though, as this might change...
PrioVR will be usable with other methods of VR input like the Omni. Using the controllers for movement is entirely up to developers; they can use the joysticks and buttons on the controllers to perform any function they want in their game.
While we don’t have a hard lower bound on systems that can work with the suit, on PC we recommend Windows 7, a Core 2 processor or greater, 2 gb of ram or greater, and a graphics card with DirectX 9 (shader model 2.0) capabilities.
We will be providing source code for our bootcamp demo.
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