AR/VRLarge-Scale VR InstallationNarrative Experience
KairosVRGuided Immersive Experience
A photorealistic, multi-booth VR experience built in Unreal Engine 5.6 featuring procedurally generated environments, dynamic lighting, and guided narrative tours synchronized across three separate VR stations with distinct atmospheric scenarios.

- Category
- AR/VR
- Built with
- Unreal Engine 5.6, Procedural Content Generation (PCG), Lumen +7 more
KairosVR is an ambitious large-scale VR installation designed for immersive narrative experiences across multiple synchronized booths. Developed in Unreal Engine 5.6, the project leverages advanced technologies including Procedural Content Generation (PCG) for environmental detail, Lumen for dynamic global illumination, and World Partition for seamless level streaming. Each scene is crafted with photorealistic lighting and visual fidelity optimized for standalone VR performance on Meta Quest 3 platforms. The experience employs an “on-rails” guided tour approach, where users navigate predetermined paths within allocated timeframes—eliminating complex interaction requirements while maintaining engagement through visual storytelling. Three separate executable builds provide distinct atmospheric lighting scenarios (Dawn, Fiery, Apocalyptic) that synchronize across dedicated VR booths, creating a cohesive multi-user experience. Gaze-based interaction mechanics enable intuitive scene transitions and UI navigation, while a minimal onboarding system ensures accessibility. The project demonstrates expertise in large-scale VR optimization, multi-executable synchronization, and creating cinematic immersive environments that balance visual ambition with performance constraints.
See it in action
What makes it work
Photorealistic environments with dynamic global illumination
Procedurally generated environmental detail using advanced PCG systems
Level-of-Detail (LOD) optimization for standalone VR performance
Guided tour with automatic spline-based pathfinding
Three synchronized executable builds with unique lighting scenarios
Gaze-based UI interaction without controller dependency
World Partition for efficient level streaming and large-scale environments
Minimal, intuitive onboarding for broad accessibility
DLSS integration for frame rate optimization
Operator spectator view for booth monitoring
Ambient soundscaping with integrated audio systems
The challenge
Developing KairosVR presented significant technical challenges across multiple domains.
5 problems we had to solve, from performance, networking, design and more.
- 01 / 05Performance
Photoreal on a standalone Quest 3
Optimizing photorealistic scenes for standalone Quest 3 performance required careful management of triangle counts, strategic asset reduction, and DLSS implementation while maintaining visual fidelity.
- 02 / 05Networking
Three PCs in perfect sync
Implementing reliable multi-executable synchronization across three separate PCs with different lighting setups demanded robust inter-process communication and timing coordination.
- 03 / 05Design
A tour that fits the clock
Designing an engaging guided-tour narrative that works within fixed time allocations per scene required careful pacing and visual direction.
- 04 / 05Performance
Huge worlds, steady frames
Balancing the scale and complexity of procedurally generated environments with rendering performance necessitated extensive profiling, LOD optimization, and PCG element collapsing into hierarchical instanced meshes.
- 05 / 05Interaction
Navigation without controllers
The gaze-based interaction system required refinement to ensure intuitive transitions without traditional controller input, prioritizing user comfort and accessibility.
5 of 5 solved
Got a problem like these? We’d like to hear about it.
Inside KairosVR
Built with
- Unreal Engine 5.6
- Procedural Content Generation (PCG)
- Lumen
- World Partition
- DLSS
- Meta Quest 3 SDK
- Blueprints
- Level Streaming
- Gaze-Based Interaction
- Multi-Executable Synchronization
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