VION VR: "We Are a Promising Technology for the Military and the School Program 'Defender of Ukraine'"

The Ukrainian company Netronic has been a key player in the laser entertainment market for 19 years. As one of the global leaders in lasertag production, it currently supports nearly 2,000 businesses across 80 countries. Recently, the company has ventured into a new direction with its brand Vion VR, under which Ukrainian developers are crafting virtual reality entertainment experiences.
VR technologies are already being utilized in various fields: the military uses them to train soldiers, medicine employs them to visualize complex surgical procedures, and industries like marketing, tourism, advertising, and construction are also tapping into their potential. Naturally, the entertainment sector remains the most developed. However, VR can be more than just a game—it’s also a powerful tool for education and training.
In an interview with uGame, Ivan Ryabenkyi, Product Manager at VION VR, shared insights into how this segment is evolving, the technical specifics of VR, how hit registration works, and why Ukraine’s Ministry of Education (MoE) should take an interest in this technology.
– How does hit registration work?
That’s a really interesting question. Hit registration—the process of detecting a hit—works like this: when a player fires a weapon, a projectile follows a set trajectory. If it strikes any part of an opponent’s body, the hit is registered. Unlike laser-based tech, where the trajectory is limited to a straight line, we’re not constrained here. We can program any projectile path to mimic different weapon types. Plus, in some cases, melee weapons come into play, and hit registration triggers when the weapon makes contact with a player or opponent’s body.
– How will the system handle vehicles in the game?
Right now, VION VR doesn’t include vehicles, but we’re working on a new game focused on engaging enemy vehicles. A key detail in vehicle combat is that hitting different parts of a vehicle can produce varied effects. Imagine a tank battle: if you hit the tracks, it could slow the enemy down or bring them to a complete stop, reflecting reduced maneuverability.
– What mechanisms prevent collisions and injuries, given that players are in the same space wearing headsets?
This is a critical question for VR products, as one bad incident can ruin the experience for everyone. To avoid collisions, we focus on two main factors:
  • The external environment: ensuring players don’t run into walls, columns, or other obstacles.
  • Real-time player positioning: preventing players from bumping into each other during gameplay.
When we set up a new VR arena, we collaborate with our partners, using a precise floor plan of the space to adapt our games accordingly. We keep a buffer of 30–50 cm from walls and obstacles to minimize collision risks. We also recommend partners install soft padding on columns and other hazards, so even if a collision happens, it won’t harm the player or equipment.
As for player positioning, we’ve developed an algorithm that tracks each player’s location in real-time within the physical space and mirrors it in the virtual world. This ensures a player’s virtual avatar moves in sync with their real-world actions, preventing players from running into one another.
– How do the headsets adapt to head shapes and vision limitations?
This is a vital topic since so many players wear glasses or have vision issues. Modern VR tech has come a long way in addressing this. Most VR headsets, including the Meta Quest 3 we use, have enough space between the lenses and the player’s eyes to accommodate glasses. The headset also allows lens adjustments to account for varying eye distances, ensuring a clear, focused image. VION VR caters to a wide audience—think a 12-year-old girl versus a 30-year-old man, whose eye spacing will likely differ. We’ve built in flexibility to adjust for each player’s needs. The same goes for head size: whether it’s a child or an adult, the straps are adjustable for a comfortable fit across all ages.
– What games are in your lineup?
We currently offer 15 shooter games with diverse themes to suit both younger and older players. For example, we’ve got festive games tied to New Year’s and Halloween. There are zombie-themed titles with softer, kid-friendly graphics for younger audiences, as well as space-themed games with advanced, detailed visuals for more discerning adult players.
Enemies vary by game theme—you might face mutants, zombies, aliens, or humans. Depending on the setting and opponents, players need to adapt to the rules to win. Some enemies react to loud noises, which could either draw every enemy toward you or create a diversion, giving you time to reposition and gain a tactical edge.
– Could your product have a future in military training, like simulating the use of expensive weaponry?
We see VR as a highly promising field for both military and commercial applications. VION VR itself is geared toward the entertainment industry, but in Ukraine, the 'Defender of Ukraine' school program has recently launched to enhance education in schools and other institutions. As a company, we’ve always viewed education as one of the most impactful areas for growth. We’re open to the idea of developing a product tailored to school training scenarios, aligned with methods approved by Ukraine’s Ministry of Education, in the future.
– Is there finger-tracking tech? Does it work in your simulations, or will someone like Mykhalych from Volosyanka village struggle with the controller first?
There’s a lot packed into this question, so I’ll break it down. The Meta Quest 3 does support finger tracking, and it’s possible to implement, but we haven’t integrated it into VION VR yet. Finger tracking requires the headset to constantly see the player’s hands, which works fine until you’re holding a weapon or pulling a trigger. In shooters, your hands might shift into positions that partially or fully obscure them, making finger tracking less reliable or practical.
As for ease of use—whether it’s Mykhalych or anyone else—our goal is to create intuitive, user-friendly products without sacrificing functionality or customization. To make that happen, we’ve built tools to help even first-timers get started quickly:
Instead of relying on text manuals with pictures, we’ve created video tutorials that guide users step-by-step—from unboxing the headset to mastering in-game mechanics. No prior VR experience? No problem.
We also offer a time-limited demo version of our product. If watching videos feels too dull and you crave human interaction, our tech support team is happy to assist remotely at every stage. You can try it from home.
No headset or enough space at home? You’re welcome to visit our Kyiv office, where we have a showroom ready with VION VR—test the games live with our team.
– Can players in Kyiv play a match with players in Prague, for example? Is there global multiplayer in your games?
Great question. Short answer: no, we don’t have that feature. It would require simultaneous game launches in places like Kyiv and Prague, which is technically feasible but not something we see a strong need for. VION VR lets players compete against each other or AI opponents—like zombies or monsters—in the same physical space.
Even solo players can enjoy VION VR, taking on AI waves of zombies, hunting witches and monsters, or exploring new planets.
– How do you see virtual reality’s role in training soldiers? What specific advantages does it offer over traditional methods?
Education and training are areas you can’t overlook. When it comes to VR for military training, the benefits are vast—especially when paired with physical mockups and effects. Take a scenario like “Defending a Position Against a Numerically Superior Enemy”:
Soldiers can train in the same physical space but experience different virtual environments—urban settings, fields, forests, you name it.
VR cuts the cost of real fuel, ammo, or smoke simulations. A single projectile can cost hundreds or thousands of dollars—imagine the savings when training hundreds of thousands of troops annually.
Even with limited physical space, VR can expand the virtual battlefield exponentially, immersing soldiers in realistic combat scenarios.
It’s also incredibly flexible, letting trainers evaluate soldiers in varied situations—sometimes it’s about neutralizing enemies, sometimes holding a position or reacting to enemy moves. VR can simulate it all.
– How does VION VR plan to evolve its tech in the next few years? What’s next for the VR market in Ukraine and beyond?
We’re proud of our Ukrainian roots and don’t differentiate our tech between local and global markets. Looking ahead, VION VR plans to:
Expand our product lineup beyond shooters into other genres.
Go beyond just selling VR attractions. We already provide partners with arena setup advice and marketing materials, but we’re working on a free software tool to help them manage their VR arenas—think booking, customer communication, and business analytics, all automated.
That’s just the start. We’re also improving AI opponents, creating new games, and more for our current and future partners.
– What sets Ukraine apart in VR development compared to other countries?
This is a great question. I’d argue it’s not just about VR—it applies to most Ukrainian businesses. We operate in an unstable environment with constant challenges, and that’s been the case for years. If your product isn’t compelling, useful, and marketable, you won’t survive long without revenue. Only the strongest thrive.
Our biggest edge? Resilience. No matter the circumstances, we deliver top-tier services worldwide. For instance, we’re opening our fourth VR arena in Mexico, with plans for 16 more in the coming years. Our partner there took a bold approach: he launched the first arena in Mexico’s poorest region, with the lowest GDP and purchasing power per capita. The logic? If it works there, it’ll scale anywhere. Seven months in, the arena’s revenue far exceeded expectations, sparking rapid expansion. We’re just getting started.
– Are there projects or initiatives using VR in medicine—like rehabilitation or treating psychological trauma in soldiers?
Not at the moment, no active medical initiatives. We did explore a tactical medical VR trainer for military and civilian use, based on the MARCH protocol. It would’ve simulated extreme scenarios—like a shell hitting a movie theater—where trainees assess casualties and provide first aid. Unfortunately, that project didn’t secure funding at the time, so it’s on hold for now.