If you are a venue operator dealing with the headache of delivering ultra-high-resolution content across dome screens or multi-display setups — this project developed transcoders and media players specifically built to compress and play back massive VR video files across these environments. The tools were demonstrated at Ars Electronica and the Cannes Film Festival, proving they work in real exhibition settings with live audiences.
Ready-to-Use VR Video Compression and Playback Tools for Immersive Venues
Imagine trying to stream a movie where the screen wraps all around you — the files are enormous and most systems choke on them. Immersify built the compression and playback tech that makes this actually work, whether you're wearing a headset, sitting in a dome cinema, or standing in a projection room. They also created authoring tools so content creators can mix real video with computer graphics and interactive elements without needing a Hollywood budget. The results were shown at Ars Electronica and the Cannes Film Festival, so this isn't lab-stage — it's been tested on real audiences.
What needed solving
VR and immersive media produce enormous video files that current compression and playback systems cannot handle well, resulting in poor visual quality or choppy performance. Content creators also lack unified tools to combine live video, CGI, and interactive elements for immersive experiences. This limits the growth of immersive venues, VR content studios, and any business wanting to deliver high-quality immersive experiences.
What was built
The project built commercial-grade transcoders for VR video compression, multi-platform media players supporting headsets to dome cinemas, and SDKs for creating interactive immersive content mixing video with 2D/3D CGI. These were validated through public demonstrations at Ars Electronica and the Cannes Film Festival.
Who needs this
Who can put this to work
If you are a content studio struggling to combine high-quality video with 2D/3D CGI and interactive elements in one seamless VR experience — this project built SDKs and authoring tools that let you do exactly that. Instead of juggling incompatible formats and pipelines, you get a unified workflow tested across PC headsets, mobile HMDs, and multi-display systems.
If you are a training solutions provider dealing with poor video quality and lag in your VR simulations — this project developed advanced compression tailored for VR that handles increased resolution and frame rate without sacrificing smoothness. The technology supports multiple device types from mobile headsets to immersive rooms, so you can deploy the same content across different training setups with 6 partner organizations having validated the approach.
Quick answers
What would it cost to license these tools?
The project does not publish pricing for its transcoders, media players, or SDKs. Since 3 of the 6 consortium partners are SMEs with commercial interests, licensing or product sales are the likely route. Contact the consortium to discuss terms.
Can these tools handle industrial-scale content delivery?
The technology was designed to handle the massive files that come from increased resolution, higher frame rates, and better image formats for VR. Demonstrations at the Cannes Film Festival and Ars Electronica show it works in professional exhibition environments, not just labs.
Who owns the IP and can I license it?
IP is distributed across the 6-partner consortium spanning 5 countries (AT, DE, FR, PL, SE). The Innovation Action funding scheme encourages commercial exploitation, so licensing should be possible. You would need to negotiate with the specific partner holding the relevant technology.
What devices and environments are supported?
Based on the project objective, the tools support PC-based and mobile head-mounted displays, multi-display systems, dome cinemas, immersive cinemas, and deep spaces. This multi-platform approach means you are not locked into one hardware ecosystem.
Is this still actively maintained after the project ended in 2020?
The project closed in June 2020. Whether the commercial products (transcoders, media players, SDKs) are still maintained depends on the individual partners who developed them. Check the project website at immersify.eu for current status.
How mature is the technology?
This was funded as an Innovation Action, which targets near-market technology. The consortium delivered final demonstrations with photo and video documentation and introduced products into the market. Based on available project data, this reached at least pilot stage with real-world exhibition testing.
Who built it
The Immersify consortium brings together 6 partners from 5 countries (Austria, Germany, France, Poland, Sweden), with a healthy 50% industry ratio — 3 of the partners are industry players and 3 are SMEs. The coordinator is a Polish research institute (ICHB PAN), with 2 research organizations providing the science and 3 commercial partners driving market uptake. The absence of universities and the strong SME presence signal this was designed for commercial output, not academic publication. The multinational spread across major European media markets (France, Germany, Austria, Sweden) gives the technology access to key entertainment and cultural sectors.
- INSTYTUT CHEMII BIOORGANICZNEJ POLSKIEJ AKADEMII NAUKCoordinator · PL
- UNTERNEHMENSGRUPPE DER STADT LINZ HOLDING GMBHparticipant · AT
- ARS ELECTRONICA LINZ GMBH & CO KGparticipant · AT
- SOCIETE DE GESTION D'OPERATIONS COMMERCIALES POUR LE FESTIVAL INTERNATIONAL DU FILMparticipant · FR
- NORRKOPING VISUALISERING ABparticipant · SE
- SPIN DIGITAL VIDEO TECHNOLOGIES GMBHparticipant · DE
The coordinator is the Institute of Bioorganic Chemistry, Polish Academy of Sciences (PL). Use SciTransfer's contact service to reach the right person.
Talk to the team behind this work.
Want to explore licensing Immersify's VR compression tools or media players for your venue or studio? SciTransfer can connect you directly with the right consortium partner.