LEKE VR NEWS

  • XR Headset Comparison: PICO 4 Ultra vs Quest 3 vs VIVE

    31-12-2025

    A technical review comparing PICO 4 Ultra, Quest 3, and VIVE headsets for commercial XR, focusing on compute, optics, tracking architecture, and deployment constraints. Read More
  • Rendering Optimization for 10–30 Players Simultaneously

    29-12-2025

    A technical review of rendering optimization strategies for XR arenas supporting 10–30 simultaneous players, focusing on performance bottlenecks and scalable solutions. Read More
  • Gaussian Splatting Explained: Powering Next-Gen XR

    24-12-2025

    An engineering review of Gaussian Splatting, explaining how it enables real-time XR rendering through point-based representation, performance trade-offs, and deployment limits. Read More
  • How Motion Synchronization Enhances Player Immersion

    23-12-2025

    This article explains how synchronized motion, visuals, and audio increase immersion in VR machines while supporting short sessions and stable commercial ROI. Read More
  • UE5 vs Unity for Large XR Scenes

    22-12-2025

    A technical comparison of UE5 and Unity for large-scale XR scenes, focusing on rendering pipelines, performance limits, workflow cost, and deployment risk. Read More
  • Environmental Effects FX: Wind, Heat & Vibration in VR

    22-12-2025

    This article explains how wind, heat, and vibration FX are engineered in VR machines to enhance immersion while maintaining safety, comfort, and repeatability. Read More
  • Motion Editing System: How LEKE Builds Dynamic Effects

    18-12-2025

    This article explains how LEKE’s motion editing system synchronizes actuators, vibration, wind, and timing logic to create dynamic, repeatable XR motion effects. Read More
  • 6DOF vs 3DOF Motion Platform: Engineering Architecture Comparison

    16-12-2025

    XR Motion System Design · Motion Feedback Architecture · Commercial Simulator Guide1. IntroductionIn commercial VR simulators, the motion platform defines the realism, safety, maintenance cost, and long-term ROI of the entire system.Among all XR motion systems, 3DOF and 6DOF platforms are the two do Read More
  • How XR Safety Zones & Collision Avoidance Are Designed

    11-12-2025

    XR safety zones are built using a three-layer system: physical boundary mapping, real-time Guardian warnings, and predictive player-to-player collision algorithms. By combining 6DoF tracking, vector prediction, and zone segmentation, XR arenas prevent physical collisions and improve operational safety while supporting 6–20 simultaneous players. Read More
  • Multi-User Synchronization Technology for XR Arenas

    09-12-2025

    1. Market ContextModern malls increasingly demand high-throughput, high-visual-impact entertainment solutions.Two mainstream models dominate today’s XR market:Both deliver immersive experiences, but their business logic, cost structure, and ROI timelines differ significantly.2. What Is a VR Arena?A Read More
  • Inside-out vs Outside-in Tracking: Which Is Better for XR Venues?

    02-12-2025

    Inside-out vs Outside-in Tracking: Which Is Better for XR Venues?(A Technical & Commercial Comparison for Location-Based XR Operators) OverviewTracking technology is the foundation of every location-based XR attraction.Whether it is a Matrix Space arena (HTC VIVE / Outside-in) or a VR Cinema / 9D Read More
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