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Gate VR – Building a Non-Invasive Neural Interface for Full-Body VR
I'm solo-building a modular, non-invasive neural interface system called Gate VR.
It reads EEG and EMG signals and delivers synthetic sensory feedback through shaped EMF, focused ultrasound, and IR light — all in real time. No implants, no sci-fi claims, just hardware-driven neural IO using current tech.
The system is built around a personal neural stack (Veil, Tail, Pulse, Keystone), with multiplayer environments synced through standard game servers. Time dilation is handled by increasing perceptual "frame rate" via guided cognitive entrainment — aiming for 4:1 compression.
I’m pre-prototype, pre-funding, but the architecture and signal pathways are mapped, the site is up, and I’m looking for feedback from anyone who's tackled neurotech, full-body hardware systems, or immersion design at scale.
Ask me anything. Happy to trade ideas, insight, or even collaborate with the right devs or engineers.
Teaser: beyondgatevr.com
Discord: discord.gg/n2UkEjQh
Campaign goes live May 6.
— William
- billconan 1y agowhat is shaped EMF, does it allow me to see anything?
- GateVR 1y agoGreat question! In this case, shaped EMF refers to the use of electromagnetic fields that are modulated and directed in very specific patterns to interact with peripheral nerves — not the brain, and not vision-related. It doesn’t create visuals, but it’s part of our non-invasive feedback system that’s designed to simulate certain types of physical sensation in VR. The shaping refers to how we control intensity, location, and duration — without electrical contact or implants. The goal is to support immersive feedback while keeping everything safe and modular. If you're into neurotech or BCI, happy to go deeper!
- GateVR 1y agoThink anime, sword art online with out trapping people.
- gs17 1y ago> Time dilation is handled by increasing perceptual "frame rate" via guided cognitive entrainment — aiming for 4:1 compression. Can you explain what this is supposed to mean?