Virtual reality

Your connection between real and virtual world

Mavrick Pro: a new VR rifle that steps into new levels of VR immersion

Budi posrednik između stvarnog i virtualnog – podijeli članak:

Since VR devices have become more common in households, levels of immersion in various games have reached previously unknown limits. Now, instead of just managing our character in some shooter, WE can be that character. Even though we’re at 99% immersiveness, we tend to cover that extra 1%, but it’s harder than it seems. Namely, although we can see ourselves in a shooter, such as PavlovVR or Onward, we can still be struck by the slightly silly and strange way we handle weapons.

As our hands hover in the air, we need to hit the exact angle where we don’t have the scope in place we want it to be. The problem is that since our hands are floating in the air and we can’t precisely control the scope (as we could using a real rifle), it doesn’t need a lot of squirming and OPA – the scope moved at a critical moment. So far, we’ve had ambitious projects, such as the 5T1CK VR rifle, but nothing has gone from idea to production. Until now.

Mavrick Pro

StrikerVR, a longtime manufacturer of some of the best haptic VR rifles in the business, is launching its most affordable product yet: Mavrik-Pro. While still primarily targeting VR attractions, the company says it plans to launch a consumer version of the new gun next year.

The Mavrik Pro has areas of capacitive sensors that developers can more accurately portray how the gun is held and engage more intricate interactions for gamers. Capacitive zones are located under the body, on the front handle, in the handle, along the lower bar of the gun, on the trigger of the gun, under the rear handrail as well as along the upper back of the gun.


The added sensor areas in Mavrick allow developers to implement various charging interactions such as hitting the bottom of the handrail to simulate attaching the magazine as in a real gun, pulling the rear of the gun. Incorporating these developer interactions would still require delicate work by developers, using the StrikeVR SDK for Unity and Unreal.

The Mavrick also includes a removable top panel with the hardware below, so it can be customized for a wide range of tracking systems. Inside, for the first time, three small haptic motors are working: the main recoil module “Thunder” should make large explosions visible and is complemented by two modules “Cricket” for more subtle haptic shocks. In the previous flagship model “Arena Infinity” there was only one large engine.

Although StrikeVR has been on the market for some time, the company has yet to break through the consumer market. The upside is that he has been able to test his products in VR arcades for years and this experience will come in handy as he strives to deliver a mature product to consumers.

The consumer version should support both Meta Quest 2 and PC VR hedsets. Announced last year, the company targeted an affordable $500 price for a consumer haptic device. During last year’s announcement, the company did not specify how device tracking will work and haptic elements that will be integrated.

In addition, StrikerVR works with many virtual reality technologies, including surveillance components and room scanning technologies, such as technology available on HTC Vive, Oculus Rift, Hololens 2 and more.