3D visualization is hard to do well. Does VR fix it? Nobody is ready to answer that question. Let’s go deep to get started.

High-dimensional data visualization is an art form. Shape, color, size, and motion are all beautifully exploited. Depth, on the other hand, is rarely used.

If you’re a Rift enthusiast, you may already follow UKRifter’s product review channel. This week, he took a look at 6000 Moons, and had some nice things to say about the experience.

There’s one observation UKRift made that we really want to take this chance to echo: the starfield in 6000 Moons is terrifically atmospheric and accurate. For this, we want to again thank Jason Fletcher of the Charles Hayden Planetarium for the vivid images which we UV mapped to provide the effect UKRifter enjoyed. You can learn more about Jason, his work as a Science Visualizer, and the many resources of Hayden at The Fulldome Blog. Thanks again, Jason.

Since getting a DK2 in-office late last year, we’ve been very interested in picking apart the modern state of Virtual Reality. Though entertainment dominates the current wave of accessible VR platforms, we have a hunch that the broad availability of VR technology is going to be useful in many other circles as well.

6000 Moons is a modest attempt to explore the potential of VR in areas really important to us at Bin: visualization and simulation. We’re anxious to get feedback about it: comfort, compatibility, performance, and of course the potential of this style of abstract visualization. So we’re making an initial alpha release available today.

Download it here.