Unlock native VR for your existing game.
Built for shipped titles. Complete VR SDK and integration support.
Built on the stack studios already ship
Unity, Unreal Engine, SteamVR, Meta Quest, OpenXR, Vulkan and Linux are trademarks of their respective owners. They appear here only to state what OMVION is compatible with. No affiliation, sponsorship or endorsement is claimed or implied.
Three ways in, and the first one is free
You do not have to commit to anything to find out whether your game is a good candidate. Most of what we know, we learn from the build itself.
Readiness report
Send us a build. We profile it and tell you what we found: engine and version, how your cameras are stacked, how your UI is built, how the player interacts, what converts cleanly and what will fight. Plus an honest estimate. No obligation, and no sales call attached.
We do the port
We integrate the SDK into your project and do the work: camera rig, UI conversion, interaction mapping, comfort tuning. Your engineers keep the source and can read every line of what ships inside their game.
You ship it
An annual licence per title, priced on what the title earned. Renews while you ship. Under $250k of revenue it costs nothing at all — you only pay us once the game is actually making money.
What a readiness report looks like
This is the whole deliverable. Every check is something we found in the build itself, not a questionnaire you filled in.
The hard parts are the ones nobody talks about
Stereo rendering is the easy half and every toolkit gives it away. These are the parts that decide whether a port feels finished or feels broken.
Camera chains
Real games render through eight passes, not one. A bleed pass, a gamma pass, a CRT filter. Getting stereo right across the whole chain without breaking the effects is most of the job.

Your rules, kept
We do not reimplement how your game lets players touch the world. Your own raycast keeps running. We only move where it starts, from the head to the hand.
Frame time holds
Stereo doubles the draw calls, not the frame. Single-pass instancing and per-eye culling absorb most of it before anything reaches the headset.
The interface you already built
A finished game's UI is a screen-space canvas made for a monitor. We turn it into individually placed, grabbable panels in the world, with your own event system still driving every one of them.
Every version we have met
What the injector handles today, by engine bracket. Older Unity and native Linux builds are the harder half and we will tell you which one yours is before you pay us anything.
It ships on the headset your players already own
The build that leaves our hands is your build. It installs from your store page, runs on the device, and does not ask anyone to sideload a mod or run a PC in the next room.
Pick a band, then add what you ship on
The licence is the SDK and the right to ship on PC VR, per title, per year. Everything else is an add-on, including us doing the work.
Swipe the table sideways →
| Band | Best for | Licence / year | Integration from $10,000 | New headsets | SDK | Runtime fixes | SDK source | Every title, one fee |
|---|---|---|---|---|---|---|---|---|
| Indie | Under $250k revenue | Free | Quoted | Community | ||||
| Studio | Everyone else | $5,000 | Quoted | Within 90 days | ||||
| Pro | Shipping to a date | $15,000 | Quoted | Day one | ||||
| Enterprise | Multi-title | From $50,000 | Quoted | Prerelease |
Quest and Meta store$5,000per title, per year
PC VR is in every licence. Quest is a separate store, a separate performance budget and a separate review queue, so it is priced as its own thing rather than buried in the licence.
PSVR2$10,000per title, per year
Sony certification is standing work, not a one-off. This covers the hardware on our shelf, the developer account, and keeping the title through cert as the requirements move.
We do the port for youFrom $10,000quoted, one time
Optional at every band, including the free one. The readiness report turns this into a real number before anyone signs anything, and the report is free.
Every title instead of one2.5×your licence, per year
Studio and Pro only, and already included in Enterprise. Break-even is three titles, so if you have a back catalogue you want in VR, ask about this before the per-title column.
What the columns mean
- Support
- Community, then email, then a shared channel answered within a day, then a named engineer answering the same day.
- Indie is not abandoned
- Runtime fixes and headset profiles reach the free band too. They arrive when someone in the community gets to them, with no date attached.
- SDK source
- The source of the code that compiles into your game, with the right to modify it, so the title outlives us.
- Every title, one fee
- One licence across your whole catalogue instead of one per game.
What the free band actually is
Every band gets the same SDK, the same documentation and the same PC VR support.
Integration is us doing the port for you, and it is always optional.
Under $250k of lifetime title revenue the licence costs nothing, permanently. It is not a trial, it does not expire, and you can ship commercially on it. The table prices the licence, not the labour.
If you would rather pay after launch
Where VR is sold as its own SKU we can take 1.5% of gross instead of the licence fee.
Where VR ships inside the base game there is nothing sensible to attach a royalty to, so those are flat-fee only.
We would rather say that now than argue about attribution later.
REFRACT
The injector underneath all of this, and the source goes public at launch. Point it at a Unity game and play it in a headset. Free for players, modders, students and researchers — no trial, no expiry, no crippled build. The commercial licence is what pays for that, not the other way round.
UUVR, VRGIN, UEVR and UnityVRMod solved the hard parts of this first, in public, for free. None of them had to. This exists downstream of all of it — which is exactly why the people it came from never pay for it.
Back the free side
Studios fund the work. If you're not one and you want to help anyway, this buys hardware to test on — and it's why games nobody would ever pay to port get supported at all.
Supporter
- Your name in SUPPORTERS.md
- Release notes before they're public
Tester
- Everything above
- Early builds
- The testing channel
- Vote on the next game profiled
Patron
- Everything above
- Your game request profiled properly
- A written report on what it'd take
Studio friend
- For small teams under $250k
- A readiness report each year
- Direct help when stuck
Nothing is paywalled. Every tier is earlier access and a louder say in what gets worked on next — never a feature other people are denied.
The things studios ask before they send a build
Answered in full here rather than in a sales call, so you can judge the fit before you talk to anyone.
Can OMVION convert a game that has already shipped?
Yes. That is the case OMVION is built for. A finished title needs no rebuild and no engine upgrade — OMVION profiles the existing build, converts its camera stack to stereo, turns its screen-space UI into world panels, and remaps interaction from head to hand. The studio keeps its source and ships the result from its own store page.
Does the VR version ship as a mod players have to install?
No. The conversion is built into the studio's own build and installs from their own store page. Players do not sideload anything, do not run a separate injector, and do not need a PC in the next room. This is the difference between OMVION's commercial work and REFRACT, the free injector, which players do install themselves.
Which Unity versions does OMVION support?
Unity 5.3 through Unity 6, in both IL2CPP and Mono builds, targeting OpenXR and SteamVR on Meta Quest 3, Quest 3S, Quest Pro and PCVR, on Windows and Linux. Unity 2019 and newer is the straightforward range. Unity 5.3 to 2018 and native Linux builds are the harder half, and OMVION says which one a title falls into before taking any money.
What does the free tier actually include?
Under $250,000 of lifetime title revenue the licence costs nothing, permanently — it is not a trial and does not expire. That band receives the same SDK, the same documentation and the same support as every paid band. Integration, meaning OMVION performing the port, is a separate optional service at every band including this one.
Do we keep our source code?
Yes. OMVION integrates into the studio's project rather than taking it away. Engineers keep the source and can read every line of what ships inside their game. The game's own interaction code keeps running; OMVION moves where the raycast starts, so every tag check and distance limit the original designers wrote still applies.
Is REFRACT open source?
No. REFRACT is source-available under PolyForm Noncommercial 1.0.0. The source is public and free for players, modders, students and researchers, with no trial and no crippled build, but commercial use requires a licence. The OSI definition of open source permits commercial use, and this licence does not, so calling it open source would be inaccurate.
What happens to the interface we already built?
It is converted, not rebuilt. A shipped game's UI is a screen-space canvas made for a monitor. OMVION turns those canvases into individually placed, grabbable panels in the world with the game's own event system still driving them. Unity's XR toolkit helps a team build new VR UI; it has nothing that converts the UI a finished game already has.
How does a studio start, and what does the first step cost?
Send a build. The readiness report is free, carries no obligation and has no sales call attached. OMVION profiles the build and reports engine and version, how the cameras are stacked, how the UI is built, how the player interacts, what converts cleanly, what will fight, and an honest effort estimate. Only then is there anything to price.
Send us a build
The readiness report is free and carries no obligation. Tell us what you have and we'll tell you what it would take.