Emerging Technology
AR/VR Development
WebXR training simulations and 3D configurators that run in the browser - no installs.
runs in the browser - no installs
Problems solved
What this removes.
expensive in-person training
onboarding budgets vanish into travel
low e-learning engagement
click-through courses nobody finishes
product visualization gaps
buyers guess from PDFs
heavy native app friction
400MB installs die in onboarding
no spatial analytics
you can't see where trainees struggle
What's included
What you get.
- WebXR experience build (browser-first)
- training simulation modules
- 3D product configurator
- GLB asset pipeline (Draco + KTX2)
- desktop + mobile fallbacks
- spatial analytics (interaction heatmaps)
- device lab testing (Quest + mobile AR)
- performance budget enforcement (<1.5MB/scene)
- accessibility pass (vestibular-safe motion)
- 90-day improvement SLA
Scope
Scope, clearly drawn.
Core scope is fixed. Add-on prices are indicative — not quotes.
Included in every engagement
- storyboard + success metrics
- asset pipeline + optimization
- WebXR build + fallbacks
- usability tests (5+ per round)
- spatial analytics wiring
- deploy + device lab QA
Optional add-ons
- photogrammetry capture day+$4k
processed GLB delivered
- multiplayer co-training session+$9k
synced avatars
- LMS integration (xAPI)+$3k
completion + scores
- hand-tracking interactions+$5k
controller-free mode
Our approach
How we run it.
Storyboard
tasks first, tech second
Asset pipeline
scan/model/optimize to budget
WebXR build
browser-first with fallbacks
Usability tests
vestibular-safe checks included
Deploy
analytics + device lab QA
Pricing signal
What it typically costs.
Typical range
$35k-$180k
Midpoint $107.5k · final quote after a fixed-scope discovery.
desktop fallback always included
Technologies
Tools we reach for.
Case evidence
Proof.
Our team's work, before DosVectis.
FAQ
Questions, answered.
Is a headset required?
No - desktop and mobile fallbacks always ship; XR is progressive enhancement.
What are the asset budgets?
<1.5MB per scene enforced via Draco + KTX2 in CI.
Do you use Unity?
License-check first; we default to the open WebXR stack.
How do you handle motion sickness?
Vestibular-safe locomotion: teleport or snap turns, no smooth zoom.
Does AR work on phones?
Yes - WebXR AR modules with graceful 3D-viewer fallback.
What analytics do we get?
Interaction heatmaps, task completion, time-per-step - privacy-safe.
Related services
Pairs well with.
AR/VR Development without the guesswork.
WebXR training simulations and 3D configurators that run in the browser - no installs.