curtain left curtain right
Spatial Computing Studio · Est. 2019

Virtual Worlds

We architect immersive realities — game systems, haptic language and spatial audio for headsets that blur the line between rendered and real.

Pixels & Presence
48
Worlds shipped
12M
Sessions
Scroll to enter [ 01 / 06 ]
Futuristic woman in VR headset
Immersion / Spatial Audio / Haptics / Presence / Realtime / Foveation / Immersion / Spatial Audio / Haptics / Presence / Realtime / Foveation /
Immersion / Spatial Audio / Haptics / Presence / Realtime / Foveation / Immersion / Spatial Audio / Haptics / Presence / Realtime / Foveation /

[ 02 ] Engine

VRAX VR Protocol

Real-time cloth, topology and material authoring — running natively inside the headset runtime.

vrax_runtime / scene_04.vrx
Topology · Quads
Verts 24,576
Solver · XPBD
anchor_01

[ 03 ] Portfolio

Immersive
— realities ©26

Six years of building headset-native experiences. Every world ships with its own haptic grammar, diegetic UI and spatial mix.

lead

Kai Ardent

Reality Director

from $450 /hr
Neo-Tokyo · realtime
hardware Hardware · v4

[ 04 ] Releases

Shipped Worlds

Nexus Studio 01 · 2021

Nexus Studio

Sandbox / Creation

02 · 2022

Neon Cyberpunk

Narrative / Open World

Tactical Assault 03 · 2023

Tactical Assault

Co-op / Simulation

Astral Depths 04 · 2024

Astral Depths

Exploration / Ambient

05 · 2025

Fabric Engine

Tooling / Runtime

Halcyon Rift 06 · 2026

Halcyon Rift

MMO / Persistent

[ 05 ] System architecture

Built for the
next headset

System Link

Route render load to the VRAX overdrive cluster.

Overdrive allocation 84%

90

Hz

12

ms

4K

per eye

Start a project

[ 06 ] Testimonials

Industry
Voices

"VRAX fundamentally redefined our approach to spatial computing. Their fabric engine is a masterclass in optimization."

avatar

Elena Rostova

Lead Architect, NovaSpace

"The haptic sub-systems they delivered for our MMO are unparalleled. It feels less like a game and more like a second reality."

avatar

Marcus Vane

Director, Halcyon Rift

"We've worked with top-tier agencies before, but VRAX’s attention to foveated rendering and frame-pacing is in a league of its own."

avatar

Sarah Lin

CTO, Nexus Studio

[ 07 ] FAQ

Frequently
Asked

Answers to common questions about engagement models, timelines, and platform targets.

What does VRAX build?
We design and ship headset-native experiences: gameplay systems, diegetic UI, spatial audio, haptics, and realtime performance tuning across standalone and PC VR.
Which platforms do you support?
Quest-class standalone, PC VR, and emerging spatial devices. We scope targets based on performance budgets (GPU/CPU), tracking constraints, and distribution requirements.
How long does a project take?
Typical engagements range from 2–4 weeks for a prototype sprint to 3–6 months for a production release, depending on content volume and platform matrix.
How do we start?
Send a brief to hello@vrax.studio . We’ll respond with a scope outline, timeline, and a production plan aligned to your release goals.