Limitless and Lytro collaborate to create a new VR experience with high resolution and light field is the focus

In the past few months, Limitless has witnessed some truly groundbreaking developments in the VR space. From standing atop the "Horizon" game, gazing over an endless virtual landscape, to experiencing the subtle expressions of a little girl in "Wolf in the Wall," VR has taken significant steps forward—especially when it comes to character interaction. Now, with the recent acquisition of a VR animation studio by Lytro, a company known for its light field technology, we're moving closer to a future where virtual reality is almost indistinguishable from reality. It all started, in a way, with a simple cartoon seagull. "Gary the Gull" was one of the first VR demos that really impressed Limitless, making them feel like the virtual characters were truly alive. This experience sparked a wave of innovation, and when the company released its animation production tools, the momentum in VR development began to take off. For Limitless, navigating this young industry has always been a long journey. However, their partnership with Lytro marks a new chapter, even if the immediate benefits aren’t obvious. The collaboration brings together expertise, vision, and a shared passion for pushing boundaries. In an interview, Limitless CEO and founder Tom Sanocki shared insights into the relationship: “I’ve known Tim [Milliron] for a long time—he runs Lytro’s engineering team very well. We’ve worked on projects like Pixar’s ‘Cars’ and ‘Brave.’ In fact, we were university roommates.” He added, “When Lytro started exploring VR, we were already talking about it. When the opportunity for an acquisition came up, we reached out to several industry experts, including Tim. There were many strategic moves that made perfect sense.” Sanocki also highlighted a recent project where they combined the song “Hallelujah” with computer-generated elements, allowing a beach ball to be thrown or clips to be extracted and enhanced with real-time effects like fog or smoke. “The goal was to bring light field technology into game engines,” he said. “Interactivity is key, so we’re excited about future projects that will integrate interactive elements with core game engine support. Game engines are powerful tools, but this is still a whole new frontier. I’m grateful to Lytro’s customers for their enthusiasm about what the future holds for interactive game engines.”

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