09/28/16 - CoreVR Live Q&A -- Have a question? Ask here!

Matterport's CoreVR is coming on October 3, with full details available then!

But what if you already have questions? Great!

Ask them here -- and make sure to Like other questions you're interested in, so we know which ones are most important to you!

Matterport's VR experts will be answering your questions live this Thursday, September 29 from 10am-11am PDT during a special CoreVR Q&A. We may not be able to answer every question, but we'll do the best we can!

To start asking questions now, just leave a comment below. Come back Thursday to see the answers! (If you want, you can also click "Follow" on the right-hand side, to get updates on this article.)

If you just can't wait, read the CoreVR FAQ on our Support site.

UPDATE: We are working hard at CoreVR version for iOS! Thank you for your feedback!



  • Hello @Les Baker

    Yes, for CustomVR we cost of processing a typical space varies with the square footage of the area converted.

    There is a base fee of $250 plus an additional $0.15 per square foot ($1.62 per square meter) rounded down to the nearest $5 increment. For example, a 1000 square foot (92.9 sq m) apartment would cost $400. ( 250 + (1000 x .15) = 400 ).

    With CustomVR spaces most of the conversion is still done manually. Not only do we inspect the points used for VR, we have an artist go through the mesh and clean up any artifacts and fill holes, ect.

    For more information or to receive a quote, please contact


    Keith S.

    Matteport VR

  • Thank you!

  • Hello @ken-1

    We know that many of our customers are iOS users and we are dedicated to making sure that everyone can enjoy our VR content regardless of their phones manufacturer.

    iOS support is by far the most requested feature for our VR app. It is currently in development and we plan to launch it as soon as it is ready. We don’t have an exact date, but it should be some time later this year. When it does launch, the iOS VR app will support every space that the Android version of our app currently supports with no additional processing or conversion required.


    Keith S.

    Matterport VR

  • @ashish Thanks for your reply, the Occulus Rift question I´d characterise as a "nice to have" not a "need to have". I look forward to seeing the developments of WebVR, as of now, the native app versions will be a great way as a soft introduction. How ever, WebVR is paramount for mass distribution.

  • As much as I agree to the fact that iOS needs to be supported, keep in mind though that Apple has yet released any native version headsets and Apple users tend to "stick with the brand". So as long as it requires a native app, it will be mainly used as a POS tool which means clients will be more understanding towards which technology is supported. That´s at least my impression from our client base.

    When we talk mass distribution though, iOS needs to be supported. And by that time they´ll probably have released their own headset and we´ll have the webVR solution ready :) Fingers crossed...

  • I was delighted to see the release of Core VR. It is something that I think will really help sell the value of my services to businesses. I do not believe I am doing anything wrong but every one of my models that I try to view the Core VR version of comes back with a message saying this model is not available??? Do I need to enable something to be able to view. I am extremely excited to check the quality of my models under the Core VR program but have not had success looking at any. Any assistance would be greatly appreciated.

  • I suggest to add a Preview button above the VR link field. In this way with a single click you can access the VR model without messing with copy & paste.

  • Great idea, @paolo, I will pass it on to the CoreVR team!

  • Hi there @David McKean! Could you try it again later today? I believe some functionality may have been offline until the official launch today (3 October). If you're still getting no love, let me know and we'll escalate. Cheers!

  • Hello @David McKean

    As Scott said, the View in VR button just went live today. However, if you are still having issues viewing a space, there are a couple of things you can try:

    • Make sure you are using the most current version of our app. If you have not updated since the announcement then you may be using an older version that does not support CoreVR Spaces.
    • Double check to make sure your space is "Public" and VR sharing is enabled.

    For more information, check out our support page here:

  • I updated the profile of my model (only 1 at the moment after an 'incident') to share as VR and it works perfectly. It downloaded to my phone in super-quick time and looks excellent, very impressed.

    I have a meeting tomorrow and this is a perfect demo to show the attendees what I do.

    A suggestion (if I can't do this already) would be the capability to share the environment from right inside my Gear.

    I do agree, as mentioned above, that this should be something that's permanently offered FOC with an account as the fees we presently pay are not insignificant.
    Although $19 isn't a big charge the fact that all the models presently online can be delivered in CoreVR right now it's obviously something that isn't labour intensive for you guys in the same way as Custom VR is. I think this is something you guys should consider especially to grow the VR market and the fact that we, the paying customer, have built the VR library you're offering as a USP for you.

  • Thank you for the quick response. I think I got a little too excited when I saw the link in the workshop. After trying again last night I had success. I think the time difference just caught me out a little and had to wait for that switch to go on. Downloaded spaces in both Cardboard and Gear VR by using the VR link in the model. Found this to be the easiest and best way to get to the VR versions. The experience was better than I expected and the quality of the images are outstanding. A few challenges with some of the scans being automatically turned off that I would have preferred to have on and vice versa but apart from that congratulations guys on a very valuable add on service. I did find a small hiccup in trying to go to the VR version through but apart from that I am very impressed. Love the fact that these conversions will be free until January. Makes a very compelling call to action to get jobs done immediately and during what will be a quiet Christmas period. Excellent stuff Matterport :).

  • Thanks for the kind words, and glad to hear it's useful for you, @David McKean!

  • Thanks for the feedback, @David Hothersall! I hear your note about pricing; I can tell you that this thread is getting a lot of attention from the Matterport. But I'll also make sure this specific note is seen, too.

  • Hi there

    Can you please let me know if you can modify the starting place for the automated VR tours? Also how does the system decide which scans to make available for the VR? Can we have any input on this?



  • Hello @Marcia

    Currently, no you cannot make changes to a CoreVR space starting point, or change what points are on or off. We are working on a new version of Matterport Workshop specifically tailored for VR. Once this is available, you will be able to easily edit what scan points are used in your VR Space.

    We don't have an exact date for when this updated version of Workshop will be released, but we anticipate it being available before the end of the year.

    As for what points are automatically turned off or left on, we have done our best to create an automated system the picks the best points for navigation. This system looks for things such as proximity to objects and walls, how close points are to each other, and the height of scan points relative to each other. our current system is fairly robust and can handle the vast major of spaces with a reasonable level of accuracy, but we are still committed to improving it further. If you have any suggestions or feedback on how we could better select points please let us know either here via our community page, or by e-mail to vr [at] matterport [dot] com

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