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
> 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?
what is shaped EMF, does it allow me to see anything?
Great 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!
Think anime, sword art online with out trapping people.