Developer Tomáš ‘Frooxius’ Mariančík, known for his work on the early Oculus experience SightLine, recently announced that NeosVR, the multiuser VR world creation engine, is headed into open beta starting May 4th.

Update (04/25/18): Mariančík recently released a video announcing the open beta’s availability (seen below). In it you can see some of the complexity you can create with NeosVR, all of which is possible in the company of multiple users.

We’ll be taking a deeper look at the beta before it opens to the public next month, so check back soon. The original article follows below.

Original article (04/11/18): Mariančík describes NeosVR as a “metaverse engine,” although you might think of it more as a multi-user platform that lets you build worlds and experiences in VR itself while collaborating with others in real-time.

Here’s Mariančík in his own words:

My primary VR project – a VR universe for our ideas, thoughts and imagination, bridging the gap between people’s minds and technology. It uses many novel technologies and approaches to create a dynamic virtual world that has a mind of its own, but grants you “superpowers” to change and influence this universe, creating your own experiences and sharing them with others.

Check out the video above for a sneak peek of what’s to come. The scene, Mariančík says, was “built and recorded in NeosVR in realtime multiplayer.”

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The freeform mass of floating stuff in Mariančík’s example is a worthy illustration of the complexity a single world can hold, but what is it all for?

In its latest update, named the ‘User Friendly Update’, the alpha version saw a new mechanic that allows you to interlink individual worlds, represented as tiny orbs. The “world orb” also has a 360 thumbnail and number beside it to indicate how many users are within it. This essentially allows you to build several interlinked, multiuser spaces filled with objects of all types, so you could make your own art gallery, photogrammetry-based tour through a physical place; almost anything you can imagine using NeosVR’s toolset.

If you’re interested in signing up for access to the NeosVR beta, head over to the project’s main site here (see update above). Once we get our hands on NeosVR, you can bet we’ll have a deep dive into what makes it tick. In the meantime, check out the time-lapse video below for a quick demo of just how you might make such a complex scene.

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Well before the first modern XR products hit the market, Scott recognized the potential of the technology and set out to understand and document its growth. He has been professionally reporting on the space for nearly a decade as Editor at Road to VR, authoring more than 3,500 articles on the topic. Scott brings that seasoned insight to his reporting from major industry events across the globe.
  • Paolo Fornara

    Sixers not need to apply. :D

    • dk

      sucksors :P

      • Kathleen

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  • It seems an awesome project to me!

  • RJH

    So…. Sansar, then?

    • Kevin Farnham

      does seem that way…
      or High Fidelity.

    • RJH

      I wrote the above comment 10 months ago and I return today to say NO! it’s nothing like Sansar! Neos is nothing like any other VR social VR apps – Sansar/High Fidelity/VRChat/recroom. it is ALL of those and MUCH more. Neos IMO is heading toward being THE killer VR app. It offers normal VR users (game/experience/social) everything that is available in the aforementioned VR apps, but it also offers programmers and developers the tools to create and produce full blown VR apps, games and experiences from within VR. IT really is UNITY/UNREAL within VR. Neos is VERY promising. I’m glad that it is still under the radar at the moment because it provides time to mature and give early adopters time to learn and create awesome things for the crowds that will certainly arrive in huge numbers when word gets out.

  • Cost of VR games need to go down. One cannot fathom paying $30 for a 1.5 hour game.

    These VR World Creation Engines need to do something, make it easier and less costly, etc.

    The sooner this happens, the sooner bigger budget VR games can come.

    • Raphael

      Game creator software hardly ever leads to commercial games.

      • Wallets be damned

      • Vanisher

        dafuq are you smoking. Do you think commercial games are born from eggs? Most modern commercial games are made in development suites like Unity, Unreal or similar. Very very few commercial games are coded from the ground up or on in-studio developed engines.

  • Lucidfeuer

    I wish he would bring back Sightline the Chair, one of the best introductory experience their was to VR back then.

    • Karel Hulec

      Universe will be recreated in Neos for sure, I’d say the Chair pribably too later on.

  • Guest

    Is that a base 3 or base 4 grid? How can you see the positions of anything with this?