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ZVR Guo Wei: The immersive experience needs to be realized in three aspects: vision, perception, and interaction.
"‘I prefer to study algorithms, like watching movies and playing console games.’ These are the opening words of Guo Wei, founder and CEO of ZVR, and they immediately set a unique tone.
Connecting Virtual and Reality Through Technology Will Drive the Next Big Wave in Entertainment
As we all know, 2014 marked the real beginning of VR in China. Unlike traditional movies or games, VR offers an immersive audiovisual experience that has never been seen before.
‘Before I got into VR, I was working in the communications and gaming industries, focusing on algorithm development. But by 2014, mobile games had become increasingly limited in terms of promotion channels. It was already hard to rely solely on great content and gameplay to stand out. To win the market, some game companies started looking for new strategies, which didn’t align with my original passion for gaming. That’s when I discovered VR, and it opened up a whole new world of excitement. I believe my career took a new turn, and that’s how ZVR was born.’
At that time, VR was still in its very early stages. Whether domestically or internationally, the industry lacked clear standards and had not yet formed a complete supply chain. This led to a chaotic market filled with unreliable products, uneven performance, and poor user experiences.
‘In my view, VR will eventually lead the next wave in entertainment. However, due to the current chaos, many subpar VR experiences have flooded the market. We believe only cutting-edge VR technology can truly bridge the virtual and real worlds, delivering a brand-new immersive entertainment experience.’
To realize immersive entertainment dreams, three key aspects must be addressed: vision, perception, and interaction.
As a technically driven CEO who spends more than six hours a day coding, Guo Wei believes that creating a truly immersive experience requires attention to these three areas.
Vision involves 3D models and related materials. Today’s next-generation game engines can already create photo-realistic environments that closely resemble the real world. Perception refers to the ability to feel the game through sight, sound, and touch—like force feedback. Interaction, however, is the most crucial part, involving how users engage with the environment and other players.
With the growth of the VR industry, it has become clearer where it stands in fields such as film, games, head-mounted displays, controllers, cameras, positioning systems, motion capture, and distribution platforms. The efforts of various players are evident. Yet, many VR developers are now facing confusion about which area to focus on.
Guo Wei points out that the VR industry still faces significant challenges: improving the accuracy and latency of space positioning and motion capture systems; developing scalable commercial solutions for operation and maintenance in VR experiences. Solving these issues starts with infrastructure, which is essential for creating a truly immersive entertainment experience.
‘You can see that vision, perception, and interaction are the key elements that enhance immersion in games. They elevate the entertainment experience to a new level and give users a sense of reality. What ZVR aims to do is use technology to help content creators build a parallel virtual world from both visual and physical perspectives.’
Focusing on Infrastructure R&D and Product Promotion
Currently, ZVR is heavily focused on the research and development of infrastructure. Their main products include the infrared optical motion capture system Goku, VR development middleware, and the VR vehicle Scorpio, which provides six degrees of freedom for interaction.
Compared to similar products in the industry, Goku supports multi-person motion capture and spatial positioning within a few hundred square meters. The Goku camera is a high-frame optical infrared motion capture camera that uses an Outside-In deployment mode and supports both active and passive markers. It only needs one calibration over a few hundred square meters, taking less than five minutes.
Additionally, Goku includes a subset called Starry Sky. Guo Wei explained that Starry Sky uses an Inside-Out deployment method, tracking external active markers via a deep infrared camera on the headset. Compared to Goku, Starry Sky is better suited for lightweight VR headsets like all-in-one and mobile devices.
The Environment Space is a set of tools developed by ZVR for users and content providers. It supports mainstream VR peripherals and the two major engines, Unity and UE4. Guo Wei mentioned that the development of Environment Space originated from a theme park project previously handled by ZVR. They aimed to create a 1:1 scene in a 600-square-meter space, supporting multiple users simultaneously. However, during deployment, they faced a major challenge: they couldn’t directly copy existing content into the environment. Each experience required on-site debugging, which was extremely labor-intensive.
To allow content developers to use their existing content directly, ZVR developed Environment Space, enabling them to adapt their products to different headsets and spatial positioning systems without repackaging the content. As the toolset improved, it also began offering support for gestures, joysticks, and motion capture, becoming a comprehensive solution.
‘Through these three products, we’ve built strong partnerships with top theme parks, VR cinemas, and VR towns, providing them with product and technological solutions.’
Optical Motion Capture Is the Best Way to Enhance VR Immersion, but Innovation Is Needed
After three years of development, the VR industry has made significant progress compared to 2014. However, it's undeniable that the domestic VR industry still hasn’t found the best path forward, and many issues like low quality and lack of diversity remain.
Everyone hopes that in the future, VR experiences will be easy and seamless—without heavy equipment, and allowing multi-user interactions in large spaces. Guo Wei believes that optical technology is the best way to achieve this.
‘In my opinion, optical motion capture is the best way to improve VR immersion, but it requires innovation. Many domestic companies are copying technologies from Optitrack and Vicon, which were originally designed for traditional motion capture in movies and animations, not suitable for all VR scenarios.’
Today, VR experiences are becoming more varied. Industry professionals need to consider not just technical performance, but also how technology applies in different environments (indoor, outdoor, bright light). Additionally, issues like rapid device replacement, balancing pixel cost and tracking distance, and capturing more limb information with fewer wearable devices are all challenges the industry must address.
‘China has strong algorithms and manufacturing capabilities, but lacks excellent design and innovation. ZVR hopes to learn from different scenarios while accelerating product development, so that technology can perfectly integrate with each specific situation.’
In summary, VR is still an immature industry with an incomplete supply chain. Compared to hardware and software, the focus is often on isolated areas. Collaboration across the industry may be the best way forward.
For ZVR, the goal is to continue refining technology and product implementation, while working with content providers, IPs, and operators to enhance the immersive entertainment experience. When the industry chain becomes more mature, we can expect a virtual world that is flexible, responsive, and highly engaging."