“Our mission is not to simply make world class experiential solutions easy & accessible but to prepare organizations for the future. The path to digital innovation is ever evolving. This is why we place a focus on the journey before the destination.”-Roni Cerga
A passionate business leader and innovator. His vision has helped shape world class offerings by utilizing cutting edge cross functional growth strategies. He maintains strong fundamentals by investing in a diverse organizational culture & people, streamlined process and the very best in product quality. He is a strong believer that the foundation to sustaining exponential growth is the result of empowering & offering a sense of ownership to everyone in the organization and beyond to our clients.
“As we continue to capitalize on the tremendous technological opportunities ahead we must always respect the competitive advantages that form the cornerstone of our brand – our people and our culture.”
Lorne Fade oversees all aspects of VR Vision’s application development, event activations, hardware deployment and 360 videography. He is responsible for guiding the company’s overall direction and strategic priorities by utilizing his digital marketing background to drive business development forward as well as driving sales for VR Vision through creative marketing campaigns and targeted advertising methods.
An experienced Creative Director and Developer, David specializes in creating immersive digital virtual experiences and interactive entertainment on both small and large scale. He has worked on over 20 successful projects with over 15 million users worldwide for both the mobile and enterprise training platforms.
At VR Vision, David oversees all productions from concept to completion to ensure all application development meets a gold standard of being completely turn-key and high quality. He has led successful projects for VR Vision with enterprise clients like Toyota, Tennis Canada, University of Toronto & Alchemy Systems.
Alex has a passion for creating digital content and using multimedia to help businesses achieve their goals. The new wave of virtual reality and 360° content brings endless possibilities for business solutions and marketing material and Alex is dedicated to being at the forefront of this innovation.
He manages the 360° department of VR Vision, directing a variety of 360° content, such as 360° video and virtual tours. Alex has a keen eye to use these mediums as practical business applications to help businesses excel in the age of technology.
Dedicated Nurse and technology expert with over 10 years providing client care and technology consulting in Canada and internationally. Joannah is driven to transform the way we view & approach client care. As an expert in both VR and Nursing Joannah’s goal is to greatly improve the quality of life for all.
Responsible for overseeing the development, testing, monitoring and implementation of Virtual Reality technologies. Joannah flawlessly combines science, business, and technology to make possible for life changing deployments.
She is also the CEO, Founder of Reality Well (A VR Vision Group Company). Reality Well is a Virtual Reality Platform for Senior Living. [www.realitywell.com]
With an appetite for learning and advancing in new technologies Liz has what it takes to anticipate trends and collaborate with her peers. An experienced National Accounts Manager with a demonstrated history of working in the marketing and advertising industries for well over decade. Skilled in Contact Centers, Management, Customer Service, Account Management, and Sales. Extensive experience working with high tech executives and CEO’s producing high volume sales results advancing new business development.
An experienced and accomplished business development and management executive committed to driving exceptional sales results for organizations, while exceeding all expectations for customers. Possesses a keen ability to motivate and inspire staff and colleagues to achieve success, both personally and professionally. Experienced in transforming laggard sales teams into highly focused and disciplined peak performers.
Specialties: Sales Strategy, Corporate & Business Development, Sales Management, Leadership, Coaching and Motivation, Market Planning, Energy, Legal and Tech industry.
Karan Sharma is a 3D Artist with a passion for creating 3D assets and Environments for game development. He has an understanding of 3D Modeling, Texturing and Digital Sculpting and passion for Game Art along with constantly learning and advancing techniques while staying updated with industry standards.
He also has a solid understanding of composition, lighting, colour, form and structure and the ability to apply this knowledge in a 3D interactive world. Karan also has a hobby for photography and travelling.
Wei is a young and talented Unity developer, with passion for anything involving creative design. But what good is something if it doesn’t do anything? With that in mind, Wei is highly interested in creating function as well, he loves to architect large yet pristine systems of code. With experience working as an Asset Developer, Wei’s game assets are downloaded by thousands of other Unity developers.
As a generalist developer, he is competent in both art and programming fields, and highly involved in the entire development cycle. Quickly building applications and making improvements where possible, Wei pushes the envelope of what VR can achieve.
I am a game developer who is passionate about exploring the new upcoming and emerging technologies and developing software for them. Aside from programming, I have a variety of different skills like 3D modelling, 3D animation, 2D animation and Video/Audio editing.
Looking back over the years as we moved from PC-powered virtual reality systems like the HTC Vive and Oculus Rift, to the advent of standalone headsets like the Oculus Go and Pico Neo — A clear revolution has begun and we are starting to see some of the features we had been waiting for in a standalone headset. The Oculus Quest came in late 2018 and consumers were raving at the ease and simplicity of use for such a device. Fast forward to 2020 and we have a new contender on the scene with the Pico Neo 2 Eye.
Today we are going to look at the advantages and disadvantages of the Pico Neo 2 and see just how well it matches up compared to its rival the Oculus Quest.
P.S. Thanks to Will & the team at Pico for sending us a Pico Neo 2 Eye for review and testing!
When first putting on the headset the first thing I noticed is that the visual fidelity has been improved greatly — we are looking into the lens of a true 4k crystal clear headset which is on par if not better than the Oculus Quest display currently. This coming with built-in eye-tracking and foveated rendering makes it a real contender in the realm of virtual reality standalone devices, especially for enterprise usage.
I also noticed that the weight disparity with the headset has been greatly improved versus its predecessors, the Pico team has done a great job in ensuring the headset is as comfortable as possible and almost feels (after 5 minutes of use) that you aren’t wearing a headset at all.
Another important note with the Pico Neo 2 Eye is that they have upgraded the chipset to feature the Qualcomm Snapdragon 845 processor which is a small bump in speed over the Oculus Quest’s 835 chip. For full specs, you can check out the Pico Neo Website.
Another important consideration is that the Neo 2 offers a hygienic design with a full removable all-PU facial interface — an especially important consideration during the recent COVID-19 global pandemic. The leatherette face cushion provided ample comfort and is easily removed in order to clean with disinfectant if needed.
Eye Tracking & Foveated Rendering
Aside from hygiene, the most important new feature with Neo 2 is the built-in eye-tracking and foveated rendering. In tested I found that the eye-tracking worked well — however during the inside-out tracking mode, I found that the inside-out cameras were jaggy and not tracking the best, which caused a bit of discomfort. Quest has an advantage with inside-out tracking currently. Currently, the eye-tracking doesn’t work over streaming (will only work on-device apps/games) so that cant be used to improve render or streaming quality for the spot you’re looking at.
Currently, Neo 2 is targeted towards businesses only so they are looking to segment the market a bit in terms of their target demographic and audience. I wonder if the Quest 2 will exceed further here still — one thing is for certain they will need to update their controllers as the Quest currently still run on batteries vs the Neo 2 with USB-C charging controllers. It’s also important to note that the price point is definitely targeted towards the enterprise market as the sticker of $900 is rather steep.
The overall takeaway from our end as a development agency is that eye-tracking is the only real game-changing piece of technology here. If your business has a need for precision-based eye-tracking then the Pico Neo 2 is your headset of choice. The Pico works with 3rd tier training modules like Engage as well as enterprise management tools like Snobal which can effectively turn the headset into a business unit of choice.
Another consideration that may weigh against Oculus is the fact that Oculus is requiring users to have a Facebook account for logging in to use applications moving forward — this alone may push many users to look to alternative devices like the Neo 2. All in all the Pico Neo 2 is a great addition to the virtual reality hardware ecosystem, and it will remain to be seen if they turn into a true contender for enterprise use cases in the coming years.