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The profile is currenly unclaimed by the seller. All information is provided by CB Insights.

Founded Year



Grant | Alive

Total Raised


Last Raised

$1.02M | 4 yrs ago

About Antilatency

Antilatency is an inside-out tracking solution for VR/AR, Virtual Production, Motion Capture, Drones, and Robotics that allows for an endless multiuser experience within the tracking region with no scale or form limits.

Antilatency Headquarter Location

42, Bolshoi Blvrd Skolkovo Innovation Center

Moscow, 121205,

Russian Federation

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Expert Collections containing Antilatency

Expert Collections are analyst-curated lists that highlight the companies you need to know in the most important technology spaces.

Antilatency is included in 1 Expert Collection, including Gaming.



4,871 items

Gaming companies are defined as those developing technologies for the PC, console, mobile, and/or AR/VR video gaming market.

Latest Antilatency News

The tracking system of the Russian company has surpassed the development of Microsoft

Jul 27, 2021

27 Jul '21 According to the results of a study by the authoritative German competence center in the field of virtual design Virtual Dimension Center Fellbach, the position tracking system of Antilatency, a resident of Skolkovo (VEB.RF Group), was recognized as one of the best for VR projects. The Russian solution has surpassed the developments of large companies such as Microsoft and Valve. Studying the quality of tracking, the researchers carried out 50 measurements of two points in space, one of which is close to the VR-headset, and the second at a distance of 50 cm.The measurements were taken along three axes X, Y and Z. Then they compared the deviation between the positions and errors to thousandths shares. According to an independent European center, the positional tracking system Antilatency in accuracy (the correctness of building the virtual world in VR around a physical object depends on this indicator) has bypassed Lighthouse tracking from Valve, as well as tracking devices Oculus Quest / Quest2, Rift S, Pico Neo 2 , Windows Mixed Reality and others. Roman Vdovchenko, Development Director of Antilatency: “The study of the Felbach Center is practically the only professional study on the tracking systems market. I am glad that this time they paid attention to the market of peripheral devices and systems, which in fact are the infrastructure element of every AR/VR project. For us, it is also a recognition of the quality of the products we produce.” The tracking system is one of the important components of every virtual reality project. It allows the computer to understand the position of a person and objects in virtual space, the direction of the user's gaze and actions. Alexey Kalenchuk, Head of New Media and VR/AR at the Skolkovo Foundation: “Startups that create technologically capacious hardware in Russia are a unique phenomenon. And those who successfully sell their hardware solutions on the international market are generally an exception to the rule. On the one hand, Antilatency develops its own competencies in microelectronics and positioning technologies, on the one hand, and on the other hand, it quickly adapts to market demands, creating convenient and affordable solutions initially for VRAR, and now for the Virtual Production market. I guess this is not the last market they are capturing. And, of course, this is the very freedom that a technology startup can afford, due to the flexibility of the technological architecture, sensor specification and modularity of the data processing system. Technological magic supported by the Skolkovo Foundation”. In addition to accuracy, the main competitive advantages of the Antilatency solution are easy scalability and system maintenance, a wide product line, small size of trackers and compatibility with a wide range of devices and ON. Low hardware latency avoids motion sickness - the feeling of nausea in VR due to latency in image display - and achieves as close as possible to the sensations of reality for deep immersion in the process. The company's technology, in particular, is used in virtual production. A fairly young market in 2020 was estimated at $ 1.464 billion in 2020 and is projected to reach $ 4.733 billion by 2028. Now the company's clients include more than 300 studios around the world, including the largest VFX studios. For the first six months of 2021, the company's revenue amounted to $ 1.5 million. COMMENT ON THIS STORY

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