FAQ - we answer your frequently asked questions


What is STAGE?

STAGE is a software for collaboration in virtual reality. It allows users to transfer their data to VR and discuss it with multiple users. Users can create and use their own content in the game engine, STAGE is not a fixed content package.

What components does STAGE consist of?

STAGE consists of three parts: a server that distributes the data between the users and stores the user information, a client application to log in and to start or join a VR session and the STAGE creator, an extension for the Unreal Editor, which is only needed by the content creator. It helps the creator define variants and distribute the data via server to all users.

What are the benefits of STAGE?

STAGE helps with coordination in distributed teams:

  • STAGE offers the possibility to meetup in a virtual environment and visualize and discuss any kind of 3D data set, alongside any predefined variants of the data. Just like with a real 1:1 mod-el. The need for real prototypes is thereby reduced. Construction and travel costs are saved and the environment is protected.
  • With the STAGE variant concept, different variants can be shown and compared within a presentation. This speeds up time-consuming iterative processes. The time to market is signifi-cantly reduced.
  • In the creation process, STAGE encrypts the presentations and allows only users with appropri-ate rights and a live connection to access the data. The data sovereignty remains with the creator of the data throughout.
  • STAGE users can be guided throughout the session by a moderator and do not require specific software-related expertise. A time-consuming training is eliminated and the participants can con-centrate on the essentials. Presentations can be short and purposeful.
  • The STAGE concept for annotations allows quick and easy commenting during the session. The decision maker can issue approvals directly and the data can be automatically transferred to other systems. Since additional documentation or authorization is not necessary, the decision-making process is simplified and accelerated.

Which VR hardware is supported?

STAGE currently supports HTC Vive, Oculus Rift and Microsoft MR glasses.

Do I need VR equipment?

No, you don't necessarily need VR hardware. A user on a desktop PC can also collaborate with the other users.

Which game engines are supported?

We support the Unreal Engine and Unity.

How do the users communicate in a VR Session?

Voice communication is available. Each participant is represented by an avatar, the user can choose from a number of avatars.

Can I personalize my avatar?

This is currently not standard, but we can offer the personalization on request as an additional service.

Is there a limit to the number of participants?

No, any number of participants can collaborate. We performed successful tests with 10 users.

Which software tools do I need to use STAGE?

As a creator you need a game engine like Unity 3D or the Unreal Engine 4 and Visual Studio Express 2015 for the creation of new projects. Additionally the you need to install the STAGE Creator to distribute the mulit-user projects in your organisation.

As a user of VR applications you simply need to install the STAGE Client and need to get an invitation by the Admin of your organisation.

Does vr-on support in the implementation of VR technology?

Yes, for the evaluation of STAGE we offer the possibility to use a local server with ready-made demos or alternatively a cloud server. If you would like to evaluate the technology with your own content, we can prepare and provide it for you.

Which applications are the focus of STAGE?

STAGE is designed for product reviews in which decisions about 3D objects are made. The implementation of training applications is also possible, but requires a consulting service from vr-on.

What data can I use with STAGE?

Here the game engine is the determining component. In the case of Unreal, only FBX data can currently be used. For the import of CAD data the Unreal Engine offers the Datasmith tool, which supports more than 20 CAD formats. Further information can be found on the Unreal Engine website. For a good VR experience, additional attention must be paid to the data scope. VR requires a refresh rate of 90Hz, so CAD data may need to be simplified.


Glossary - We explain VR Buzzwords

Virtual Reality Glossary

Augmented Reality

The "extended" reality describes our real environment supplemented by virtually generated objects or additional information (videos, pictures, etc.). In contrast to VR, the "real" reality is not completely hidden, but expanded by virtual content. Examples are additional information on the smartphone about places of interest that are currently being viewed, or furniture that is placed in existing rooms in order to get a better idea of the room before it is actually redesigned.


Graphical representation of a figure as embodiment of the user in the virtual world. This 3D representation of a person is the virtual representative of a user.


Abbreviation for Cave Automatic Virtual Environment. A technically highly complex space in which an object is projected onto the walls in 3D. Caves are mainly used in research and development, e.g. in car design. A CAVE offers several users the possibility to experience a virtual world at the same time. CAVEs are very expensive.

Collaborative Virtual Environment (CVE)

Collaborative Virtual Environment (CVE) is a term that can often be found in a scientific context and has its origins in the research of the 1990s. CVEs belong to Computer-Supported Cooperative Work (CSCW) systems and can be distinguished from VR collaboration. CVE is, so to speak, the predecessor term. While CVE focused on the simulation of meeting rooms, the term VR collaboration defines the approach of designing virtual environments based on the needs of the user. Both terms refer to the virtual location of VR meetings that aim to bring people together in a collaborative virtual environment, preferably from multiple locations, to exchange experiences and ideas.


The content creator is the user who creates a VR presentation. In STAGE he can assign or change the access rights of other users to his presentation, delete or update his created presentations.


VR technology for recording the eye movement of a user. Sensors in the VR glasses detect the exact focus and eye movement of the person and thus control the virtual reality application.

Field of View

The field of view refers to the size of the area that a user can grasp with his eyes. Large visual fields (over 180 degrees) allow a realistic feeling of perception, smaller visual fields can create black edges on the sides that disturb the illusion of immersion in the virtual world. The Field of View depends on the quality of the lenses and the display of the VR glasses.

Frame Rate

The frame rate indicates how many individual images an output device displays per second, such as a screen or VR glasses. Due to the "inertia of the eye", most people see images played back quickly one after the other from 30 frames per second as flowing movement on screens, because the nerves cannot transport the information/light stimuli from the retina quickly enough to the brain. The higher the fps rate, the more realistic the movement and thus the representation. A VR headset should be able to display at least 90 frames per second even with fast movements, a lower frame rate leads to disorientation, nausea and other negative effects for the user.

Head Tracking

A method of detecting the position and movement of the head to provide a representation which corresponds to the angle of view or allows another control to be made with the head.

HMD (Head Mounted Display)

Data glasses (video or VR glasses) that project the VR experience onto the integrated display. The glasses contain sensors that record the movements of the head and eyes and lenses that produce as wide a field of view as possible. The resolution, low weight and field of view of the HMD are important for optimal viewing results.


Hosting refers to the action of opening a presentation via the STAGE application and thus turning it into a session. A presentation can be hosted multiple times in parallel. The user hosting a session assumes the role of presenter at the beginning of the session and is the host of the VR session. The host should be the last person to leave the session, otherwise the entire session will be closed to all participants.

HTC Vive

One of the two leading virtual reality headsets (alongside Oculus Rift) developed by HTC and Valve. The headset uses Roomscale tracking technology, which allows the user to move in 3D space and interact with the environment using motion-controlled controllers.


The term immersion comes from latin "immersio" and means diving into the virtual world. The better the immersion, the stronger the user has the feeling of being part of the virtual world. The perception of the own person steps into the background and the feeling arises to be part of the action in the virtual environment. Immersion is the transfer into another state of consciousness.


Tracking technology in which the sensors are already integrated into the VR glasses. This saves costs for additional hardware and minimizes the installation effort, since no external tracking components such as lighthouses have to be set up.  All HMD manufacturers are researching this new technology.


A technical acoustic or optical delay between user movement and the reaction of the virtual world. High latency can disrupt the virtual experience or cause nausea. The lower the latency, the more realistic the VR experience.

Mixed Reality

Mixed Reality is the term used to describe environments or systems that mix the natural perception of a user with an artificial (computer-generated) perception in order to create a new kind of visualization in which physical and digital objects coexist and interact with each other in real time. Augmented reality is also a form of mixed reality.

Motion Sickness

A feeling of discomfort similar to seasickness that can be caused by irritation of the sensory organs. The sense of equilibrium tells the brain that there is no movement, or no movement related to reality, but that it is perceived visually. This leads the brain to conclude that we are hallucinating or poisoned, then sends out warning signals (nausea) and possibly initiates countermeasures (vomiting). In VR, motion sickness can be triggered by high latency.

Motion Tracking

The recording of a user's movements in the real world, which are then transferred into a computer-readable format. The movements can be analyzed and used to control VR applications.

Multi-user VR

Multi-user virtual reality is often used mentioning CAVE systems. Multi-User-VR concentrates technically more on real-time collaboration with which synchronous interaction comes to the fore. Latency and immersion play an important role here. While the term multi-user VR is neutral with regard to the field of application, VR collaboration focuses on cooperation in the business context

Oculus Rift

Beside the HTC Vive one of the two Head-Mounted Display flagships. In 2014 Oculus was bought by Facebook. The price of the Oculus Rift is significantly lower than that of its Taiwanese competitor.


The feeling of presence is the result of a very good immersion. It describes the state of feeling present in a VR environment.

Presentation object

A presentation object (PO) is a 3D model that can be used for interaction. A separate menu appears when a presentation object is selected. It also lights up blue to indicate that you can interact with the object. What exactly happens in the interaction depends on how the blueprint is structured. The object is created and adapted in the STAGE showroom.


Presenter is a role during a STAGE session. At the beginning of a session, the role is taken by the user who hosted the session. Only the user can perform actions that affect the entire group (e.g. animation or variant switching). The presenter can hand over his role to another user during a session.

Room Scale VR

Using 360-degree tracking devices such as infrared sensors, the VR system records the user's movements in all directions and translates them into the virtual world in real time. This allows the user to move freely in the room, so that tracking is not interrupted even during complete rotations.

Steam VR

Steam VR is an internet platform for digital entertainment offering computer games, software, hardware and videos. According to the operator (Valve), it has more than 125 million active user accounts.


A spawnable is a presentation object that can be placed and removed during a VR session.  A spawnable can perform all types of variant switching (material, geometry, custom) - just like any other presentation object, but no annotations can be set.


Spectator is a role during a STAGE session. The spectator can only perform limited actions, such as setting annotations. The spectator can be assigned the role of presenter by the current presenter during a session.

STAGE Client

The STAGE Client is the user's local interface to the STAGE system. Here the users have to log in to the system and define their hardware settings. Own presentations can be created, changed or deleted. Creators can define the usage rights for their presentations here. In addition, the STAGE Client manages all presentations available to the user and enables the hosting or joining of a

STAGE Server

The STAGE Server is the central component of the STAGE system. All presentations are stored and distributed on the STAGE Server. Users are managed by the server and STAGE clients have to authenticate themselves to use the STAGE server.

STAGE Creator

STAGE creator is a plugin for the Unreal Editor. It can only be used in conjunction with an active STAGE client. Showroom supports the user in creating a presentation.


Surrounding refers to the background scene in front of which the 3D models are presented. This can be changed during the session if several surroundings have been created. The default setting for STAGE is a showroom hall. However, this can be changed when creating a VR presentation in STAGE Showroom.

Virtual Reality

VR is one of the major technology trends of recent years, although the technology was already developed in the 1990s. Real or fantasy worlds are spatially reproduced and made tangible for the user via special output devices, HMD displays. Ideally, the user actually imagines himself in virtual reality and acts as if he were really there (presence).

Virtual Reality Collaboration

Modern, dynamic and innovative way of working that enables interdisciplinary teams to interact with the help of VR software (e.g. STAGE). Teams participate in VR meetings in order to make necessary decisions in product or project development. VR Collaboration is a platform that connects people from different locations in a completely virtual world to work together with HMDs on a project and to discuss a 3D model interactively.


VR Meeting and VR Conferencing is a special application of Virtual Reality Collaboration. The idea is to hold VR meetings similar to teleconferences. In a VR meeting room, users should share the same virtual space, but do not work on a 3D model.   2D information is shared and the creativity process is supported by VR rooms by sketching ideas on whiteboards. The current status of the meeting room can then be saved so that users can re-enter the application at a later time to continue working on the ideas.

Virtual Reality Presentation

A VR presentation is an application that was created in the Unreal Editor and can be called with the STAGE application. It is distributed to the users via the STAGE server. When creating the presentation, the user is supported by the Showroom Plugin.

VR Session

A session is a presentation hosted in STAGE with one or more participants.

Virtual Workspace

This term can be found at the consultancy Gartner. The focus here is on the functionality of the virtual environment. The approach is, similar to the CVEs from the 90s, strongly oriented towards the design of current offices. It is the idea to link the digital workplace and "Social VR". Gartner refers to an example in which a remote employee sets up a VR headset and could then have access to a virtual mouse, keyboard and an unlimited number of monitors.

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