Dirac VR™ is a high-end alternative to existing VR audio technologies for 3D sound reproduction in headphones. Using patent pending Dynamic HRTFs (head-related transfer functions), Dirac VR elevates VR/AR audio to a new level of realism that is so transcendent, you’ll forget you’re even wearing headphones.
• Groundbreaking Dynamic HRTFs for unparalleled positional accuracy
• One degree resolution in all three dimensions
• One size fits all—avoid front/back, up/down confusion without the need for individual calibration
• Transparent sound
• Patented headphone optimization technology
• Extremely low CPU and memory consumption
• Unity SDK & Dirac 3D audio SDK
It was eerily convincing.
– Carlo Lo Raso, Secrets of Home Theater and High Fidelity
Dirac VR exceeded my expectations of what can be done today.
– Tyll Hertsens, InnerFidelity
Eliminating a Major Industry Barrier for Truly Immersive Audio
Simultaneous visual and aural immersion is the linchpin of a true virtual reality experience. But so far, the limitations of 3D audio technology used in VR/ AR programming have prevented this true immersion from happening. Resulting in a subpar VR experience with too many reminders that true reality exists elsewhere.
Dirac VR breaks through this barrier. Using patent pending dynamic HRTFs, high-resolution HRTF rendering, and other new technologies, Dirac VR allows for a truly immersive VR/AR experience. In 2017, Dirac VR was named “Best Virtual Reality Industry Technology” at the TechXLR8 Awards.
Groundbreaking Dynamic HRTFs
Right now, the VR audio industry solely relies on static HRTFs to reproduce VR sound. The static HRTF approach assumes that when we move, our head and torso rotate in tandem. However, in reality, no one moves their body in this way. Such failure to take dynamic head movements into consideration in virtual reality is one of the reasons why existing positional sound solutions don’t quite sound realistic.
By contrast, Dirac VR’s groundbreaking Dynamic HRTFs account for the isolated movements of the head in relation to the body, ensuring correct reproduction of sound in the virtual domain. Learn more→
High-Resolution, Transparent HRTFs and More
The torso-head dilemma isn’t the only immersion limitation Dirac VR resolves. Common knowledge has it that in order to reach accurate, high-resolution positioning without sound coloration, one must rely on the individualized HRTF measurements of each listener. This is a complicated process that results in a database full of HRTFs that still lack resolution, and suffer from measurement noise and errors.
Dirac VR is based on a highly sophisticated HRTF measurement process, which is far more accurate than other approaches. This method has been applied to a large population of people in order to generate a generic, high-resolution model that captures the most common HRTF characteristics of the measured population. The resulting model avoids front/back and up/down confusion while providing a transparent sound with a one degree resolution in all three dimensions. What’s more, it doesn’t require individualized calibration for each specific listener.
Furthermore, Dirac VR uses a proprietary 3D reverberation engine that realistically renders the critical aspects of a room’s unique acoustics in order to create a sense of a specific space and distance which mirrors reality. Dirac VR also includes our patented headphone optimization technology to minimize any coloration attributable to the headphones themselves. As a result, a more balanced and transparent sound with richer details is achieved. Learn more→
High Quality Sound Experience with 360° Audio Sphere
With Dirac VR, users can enjoy high quality positional audio that’s more accurate than ever before. Including convincing externalization, a realistic sense of space, accurate acoustical characteristics of different audio objects, correct distance and location, and more.
Dirac VR allows for dynamic positioning on both the horizontal and vertical planes–generating a 360° “audio sphere” around each user in which sound can move freely in all directions. Users will be able to experience, for instance, the sensation of whipping wind as it swirls around their head, or as an airplane arrives and departs on a tarmac.
VR/AR Possibilities for Gaming, Movies and Teleconferencing
Whether users are playing games, watching movies or holding team meetings at a distance, they can always benefit from Dirac VR. The technology is now ready for integration by device manufacturers, software suppliers, and content providers. Contact us to learn more about integrating Dirac VR in your products.
• Headphone manufacturers
• AR/VR device manufacturers
• Chip manufacturers
• Smartphone OEM’s
• Game producers
• Teleconference system providers
High Power, Memory and Processing Efficiency
As the leading provider of audio post-processing algorithms for the smartphone industry, we have a unique know-how when it comes to low power implementations of high-end audio technology. The processing algorithms used for Dirac VR have been optimized for extremely low CPU and memory consumption, and high-resolution minimum-latency tracking of micro head-movements. The technology is optimized for battery-limited mobile devices, while at the same time enabling the highest possible sound performance.
More technical information about Dirac VR
This Swedish audio research company might just change the way people experience VR.
– Jordan O'Brien, Associate Editor, CE Pro Europe
Dirac's demo of technology destined for virtual reality use was convincing.
– Mark Fleischmann, Sound & Vision
For licensing of Dirac VR/AR technologies in China, please contact our team in USA:
For licensing of Dirac VR/AR technologies in China, please contact our team in China:
firstname.lastname@example.org, +86 21-62193370
For licensing of Dirac VR/AR technologies in Japan, please contact our partner Pioneer Corporation:
For licensing of Dirac VR/AR technologies in Korea, please contact our partner Sidis:
email@example.com, +82 -569 7670, www.sidis.kr
For licensing of Dirac Dirac VR/AR technologies in other regions of the world, please contact Dirac here
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