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Culenz

Solutions · Extended reality

Virtual reality software development

Culenz builds custom virtual reality software for training, sales and live events across India and Dubai. We develop in Unity and Unreal Engine, test every build on the headset you will use, and hand over an installable build. Clients include BMW Motorrad and Audi India.

01 — Definition

What is virtual reality software development?

Virtual reality software development is building interactive 3D applications that run on a head-mounted display (HMD). The software tracks the user's head and hands, then redraws the scene for both eyes many times per second. Done well, users feel present in the space and remember it.

Done poorly, they feel sick within minutes. Most of our engineering effort goes into preventing that.

02 — Under the hood

How Culenz VR software works under the hood

Real-time rendering inside the frame budget

A headset running at 90 Hz must draw a new frame every 11.1 milliseconds, for both eyes. We build in Unity or Unreal Engine and profile on the target headset, not just a desktop PC. If a scene misses the budget, we simplify geometry, lighting or effects until it holds.

72 Hz = 13.9 ms · 90 Hz = 11.1 ms · 120 Hz = 8.3 ms per frame

Tracking, latency and degrees of freedom

Six degrees of freedom (6DoF) tracking follows head position and rotation, so users can lean, crouch and walk. Three degrees of freedom (3DoF) tracks rotation only, which suits seated 360° video. Comfort research commonly cites motion-to-photon latency under 20 milliseconds as the target.

6DoF: position + rotation · 3DoF: rotation only

Field of view, resolution and refresh rate

Field of view (FOV) is how much of the scene users see at once, roughly 90° to 110° on current standalone headsets. We size text and controls for that view, so labels stay readable without leaning in. Meta Quest 3 supports refresh rates from 72 Hz to 120 Hz.

FOV · pixels per degree · refresh rate (Hz)

Spatial audio and haptic feedback

Spatial audio places each sound at its source, so users turn towards a voice or alarm naturally. Haptic feedback adds controller vibration when users touch, grab or press something. Together they confirm each action, which matters most in training.

Positional audio · controller haptics

Deployment: standalone, PC VR or browser

Standalone builds install on headsets such as Meta Quest 3 and run without a PC. PC VR builds run on a workstation for the highest visual detail. WebXR builds open from a browser link, with no app store or install.

Android APK (Quest) · Windows PC VR · WebXR

03 — Compare formats

Standalone VR vs PC VR vs WebXR vs 360° video

Each format trades visual detail against setup effort. Pick the one that matches where and how people will use it.

FormatMovementVisual detailSetup per userBest forNot right when
Standalone headset6DoFGood, limited by a mobile chipPut on the headsetTraining rooms, sales offices, roadshowsYou need photoreal detail across a large scene
PC VR6DoFHighestHeadset tethered to a workstationShowrooms, design reviews, flagship installsUsers must move between locations
WebXR (browser)6DoF on headsets; touch or mouse elsewhereModerateOpen a linkCampaigns, remote buyers, quick accessScenes are heavy or must work offline
360° video3DoFReal filmed footagePhone, browser or headsetLive events, real places, toursUsers must interact or move freely

04 — Delivery & testing

How we deliver and test a VR application

  1. 01

    Scope

    We agree goals, audience, target headset and success measures in writing.

    Sign-off gate

    Signed scope document

  2. 02

    Greybox

    We block out every scene in simple shapes, and you try them in the headset.

    Sign-off gate

    You approve scale, layout and flow

  3. 03

    Build

    Artists and developers add final models, lighting, audio and interactions.

    Sign-off gate

    Frame time within budget on the target device

  4. 04

    Comfort and usability tests

    First-time users try the build while we watch for confusion and discomfort. Usability research shows five test users uncover most problems.

    Sign-off gate

    No forced camera motion; tasks finished without help

  5. 05

    Device setup and handover

    We install the build, configure the headsets and train your staff to run it.

    Sign-off gate

    Signed acceptance checklist

05 — Production case study

Case study: BMW Motorrad VR ride

AutomotiveVR
Baseline
A real test ride needs a bike, a licence, insurance and good weather, which limits how many visitors can ride.
What we built
A VR ride experience for BMW Motorrad, so visitors could ride the bike in VR without any of those limits.

What we verify on every build

  • Frame time stays inside the budget on the target headset
  • No camera movement happens without the user's input
  • Text is readable at arm's length inside the headset's field of view
  • Hand and controller interactions work for left- and right-handed users
  • The build restarts cleanly for the next user

06 — FAQs

Technical and commercial questions

How much does VR app development cost?

The cost of a VR app is driven by 3D content, interactivity and target devices. Reusing your existing CAD or BIM models lowers cost, and so does targeting one headset model. Culenz prices each project after a free scoping call, listing content, devices and support as separate lines.

Which headsets do you develop for?

We develop mainly for standalone headsets such as Meta Quest 3, plus PC VR headsets for fixed stations. Browser-based WebXR builds cover users without headsets. We choose the device during scoping, based on where the experience runs, how many people use it and your budget.

Unity or Unreal Engine: which do you use?

We use both engines: Unity suits standalone headsets and projects that need fast iteration on mobile chips. Unreal Engine suits photoreal architecture and product visuals on PC VR. We pick the engine during scoping and explain why, because switching engines mid-project costs time and budget.

Who owns the source code and 3D assets?

Ownership is set in the contract before work starts. Clients typically choose between a full transfer of source and assets, or a licence to use the finished build. Ask for the terms you need on the scoping call, and we will write them into the scope.

Can VR training replace classroom training?

VR training works best alongside classroom sessions, not instead of them. Use VR for tasks that are dangerous, expensive or rare to practise in real life. A 2020 PwC study found VR learners trained up to four times faster than classroom learners on soft-skills courses.

Can the experience run without your staff present?

Yes, we design kiosk-style builds that start from a single button and reset for the next user. Before handover, we train your staff to clean, charge and restart the headsets. Remote support and annual maintenance can be added when an installation runs for many months.

Ready to enter the experience?

Book a free demo and see what Culenz can build for you.