Beginning in 2013, with the Oculus DK1, Jetstream’s first VR projects produced experiences
that utilized Kinect, Leap Motion, and IP-network controlled fans to bring underwater exploration,
views of the universe, and high altitude acrobatics. Following that, we began building VR products
to visualize complex mechanical and chemical interactions to illustrate the entire engine cycle for one
of the world’s largest manufacturers. In 2014, we explored new ground in player interaction with
first-person point cloud interaction using Kinect v2 and the second Oculus (DK2).
In 2015, Jetstream began developing customized applications with the HTC Vive, greatly expanding the
fidelity of tracking, input and interactivity in VR. Since then, we’ve integrated real-time Kinect
capture for player-trainer interaction, and a host of other new toys we can’t expand on quite yet.
We've worked with the HTC Vive Pre, expanding the device with a front facing camera -and anticipate
many applications using it to bring AR interactivity to VR experiences. We've also worked with the
release version of the Rift, Google Cardboard, and various versions of the Samsung Gear headsets.