Interstellar Arc 是拉斯维加斯 Area15 的沉浸式科幻 VR 体验:看似空荡的房间里,一群真人同时戴著无线 Meta Quest 3S 与降噪耳机,在共享虚拟空间自由行走;银色毛的外星狐狸引导探索,还会出现约 10 层楼高的全息角色(包含获授权的卡尔・萨根形象)。票价为成人 54 美元、8–12 岁儿童 39 美元,适用年龄为 8 岁以上。剧情设定在 25 世纪,任务前往系外行星「Arcadia」,并模拟 262 年的冷冻睡眠后抵达轨道离心城市「Cosmopolis」。
最关键的数据落在「虚拟很大、实体其实很平」:整段行走都发生在同一个平坦的 20,000 平方英尺场地中,但透过头显的「重定向」视觉处理,让人感到上坡、下坡与高度差;团队花了 18 个月反复试错,将重定向以更短的时间窗与左右等量的「弯曲路径」来降低转身时的错乱。作者在约 1 小时的行程中走了 500+ 步(约四分之一英里),而实际路线是绕著房间完成 3 圈「电路」,靠实体栏杆与光效提示等引导完成。
规模化也以数字呈现:官方称同时最多可容纳 170 名参与者,这对依赖相机/感测器定位的常见 VR 容易造成飘移;其解法是在头显顶部加入朝上的额外相机,锁定覆盖整个天花板的红外光栅格,像「巨型 QR code」一样提供唯一图样来稳定定位。文章把它放在产业趋势中:商用 VR 上市已超过 10 年仍难全面主流,但每年更新、更轻更快的新头显,配合这类大空间、多人的沉浸式场馆(目前尚未公布外地据点)可能成为推动采用的关键入口。
Interstellar Arc is a new immersive sci‑fi VR attraction at Area15 in Las Vegas: inside an empty-looking room, real people wear wireless Meta Quest 3S headsets with noise-canceling headphones and walk together in the same virtual world. A silver-furred alien fox guides exploration, and hologram-like characters about 10 stories tall appear, including an estate-approved Carl Sagan. Tickets cost $54 ($39 for kids 8–12) and it’s for ages 8+. The story is set in the 25th century, headed to the exoplanet Arcadia after 262 years of simulated cryogenic sleep, arriving at the orbital city Cosmopolis.
The core numbers underline the trick: everything happens in a single flat 20,000‑square‑foot facility, yet “redirection” makes paths feel sloped and vertical. After 18 months of trial and error, the team shortened redirection windows and balanced left/right shifts on a “sinuous path” to reduce disorientation when turning. Over an hourlong run, the author logged 500+ steps—about a quarter mile—while the group actually circled the room three full times on a guided circuit using real railings and visual prompts.
Scale is framed in capacity: the experience can host up to 170 participants at once, a scenario where typical headset tracking can drift as moving bodies obscure reference points. Felix & Paul add an upward-facing camera that locks onto an infrared light grid across the ceiling—described as a “giant QR code”—to maintain precise positioning. The piece situates this within a broader trend: after 10+ years on the consumer market, VR has struggled to become mainstream, but lighter, faster headsets arriving each year plus large, shared, location-only experiences like this may accelerate adoption.