Virtual test Drive Car
Technology
Virtual Reality

The Hot & Techy Virtual Test-drive

client

Maruti Suzuki, Communique Marketing

solution

Virtual Reality

Show the inside the car Feature
virtual test drive experience - 100 oculus devices
Virtual View Car

Physical and Virtual in Harmony

An unprecedented virtual test drive experience was chalked out for the event attendees maneuvering the potential of Virtual Reality.  The catch here was that the virtual launch was done in a physical event space with 100 oculus devices synced together for the virtual test drive launch of their latest car Brezza 2022. This was India’s largest event with 100 virtual devices synced together. There were around 300 attendees who participated in the event. 

Showing inside feature of car

The Heart of the Experience

Explaining the facelift features

The entire virtual reality experience was scrupulously planned to make the user feel that he is sitting inside the car, driving and exploring its new impressive features. To bring an entrancing experience to the table, we made a 3D environment that encompassed creating a futuristic city, which was metropolitan and had the neon fun element as its core. This ultimate experience which was unparalleled with the set 360-degree VR account left the audience awestruck.  The 4-minute video played on the device consisted of a 30-second pretext, 1-minute content showcasing the intricacies and features of the car, and the next 2.5 minutes explaining the facelift features including the changing headlights, and sunroof.

Sync Before You Blink

Virtual test drive inside the car Experience Virual Headset Wearing 100 People Electric Sunroof experience

Photorealistic Environment

Photorealistic Experience  - LED Tail Lamps Virtual Car View Experience
pointer

The Challenges

The 100 devices were not only to be synced together but the content had to be put in manually in each of them which was very tedious.  A prep zone of around 3000 sq ft was to be set up at the event site for 3 days.  Also, the battery life of all the VR devices was 1 hour, and had a window of 3 minutes to charge  all the devices each time. To combat all the challenges, we built a mesh network to connect all 100 devices and created multiple consoles to operate them all. The controls were optimized by estimating the number of users and syncing all the devices once so that we could perfectly time the audio on all devices with a 100 ms response time. We also ensured that all the attendees look in the same direction for a unified experience.  To provide comfort to users, a screen to calibrate 100 people was made with a 30-second time window. A central console was created to charge all 100 VR devices within 3 minutes, and it was repeated for each user experience.

The Out-Turn

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