Physical AI Infrastructure

The Training Layer
for Physical AI.

We turn millions of consumer XR headsets into a scalable, gamified training ground for robots

VR operator
500K+
Robots by 2030
100M+
Episodes needed
1/10th
Cost vs teleop
The Challenge

The Data Bottleneck

Physical AI is exploding, but real-world teleoperation cannot keep up with the demand.
AI still requires human validation, but doing this in the physical world is incredibly slow.

01
Resource-Intensive & Costly

Real-world teleoperation requires specialized hardware, lab setups, and trained operators.

02
A Throughput Bottleneck

One operator teaches one skill — but that skill must be demonstrated hundreds or thousands of times before a model can generalize.

03
Video Data Lacks Physics

Vast egocentric and internet-scale video cannot capture the physical logic of manipulation.

What We Build

The missing layer between
VR gameplay and robot intelligence

Today, robotics companies hire gig workers to record themselves doing chores with iPhones strapped to their heads — $15/hr, limited variety, privacy concerns, and no physics ground-truth. We replace that with something fundamentally better.

Today's approach
📱Gig workers with iPhones on their heads
🏠Limited home environments, repetitive tasks
⚠️No physics ground-truth, sim-to-real gap
🔒Privacy concerns, low worker engagement
📉Bottleneck: can't scale beyond home settings
VS
SIM XR approach
🎮Consumer VR headsets — workers play, not perform chores
🌍Infinite simulated environments, any task, any variation
⚙️Physics-grounded via NVIDIA Isaac Lab — zero sim gap
🏆Gamified engagement — workers want to come back
📈Scales to millions of episodes per day, globally

How it compounds

01
Integrate
Robotics teams define tasks in our simulation environment. SDK connects to ROS/ROS2 in days, not months.
02
Play & Collect
Workers worldwide complete tasks through VR gameplay. Every session generates validated, physics-grounded demonstrations.
03
Evolve
Each demonstration trains the policy. The robot learns, makes fewer mistakes, and requests harder tasks. Autonomy compounds.
The Sweet Spot

Cheaper than Teleop.
Better than Pure Sim.

SIM XR captures real human intelligence — the way people naturally grasp, manipulate, and reason — inside a physics-accurate virtual environment. The result: high-quality training data at a fraction of the cost.

Real Teleop
VR-SIM ✦
Pure Sim
Cost
$15+/hr
$5/hr
Compute
Scale
Bottleneck
Infinite
High
Quality
Real physics
Validated
Sim gap
🌍
Scalable Workforce

Leveraging the global install base of 20M+ VR/XR headsets and full body suits. No need to fly operators to a lab.

💰
Cheaper

Using $500 consumer hardware instead of $50,000 custom teleoperation rigs.

High Fidelity

Physics-based simulation (Isaac Lab) and cloud delivery (CloudXR) ensures data transfers seamlessly to the real world.

Gamified VR task vs clean simulator
PLAYER VIEWSIMULATOR OUTPUT →
Market Timing

The Hardware is
Already Here.

Three forces converged to make this moment possible — and irreversible.

01
20M+
VR/XR headsets in the wild
20M+ Dormant Headsets

Millions of consumer VR devices are gathering dust. This is a massive, distributed workforce waiting to be activated.

02
Isaac Lab
+ CloudXR = real-time sim
The Missing Link Found

Hardware existed, but physics didn't. Now, NVIDIA Isaac Lab + Cloud GPUs make real-time simulation possible at scale.

03
1/10th
cost vs physical teleop
We Connect the Dots

We bridge the gap between the XR community and Robotics labs. We turn "gamers" into "trainers".

The Platform

How SIM XR Works

A three-sided platform connecting robotics companies, VR developers, and a global crowd of operators.

=>
Robotics Company
The Client

Submits a task spec and budget. Receives a validated, benchmarked dataset ready for model training.

SIM XR Platform
The Orchestrator

Distributes tasks, validates data quality, and routes payments. We keep the margin — our flywheel grows with every episode.

03
VR Crowd
The Operators

Global users play gamified tasks in VR. Their actions are recorded as clean physics trajectories — paid per validated episode.

See It In Action

From VR Game to Robot Skill

Watch how a single VR session generates thousands of validated training episodes for physical AI models.

The Unfair Advantage

The Gamification
Layer.

Our XR & metaverse expertise lets us wrap any data collection task in a compelling game loop — immersive, rewarding, and genuinely fun. Users participate not just for pay, but because it's engaging.

Intrinsic Motivation
Game loops keep users engaged beyond pay — more episodes, higher retention and data quality.
Skin-Agnostic Data
We record actions, not frames. Any game skin maps to clean physics trajectories.
Retargetable to Any Scene
One session replays in any environment — 3DGS or Isaac Lab. Infinite scene variations.
Gamified VR vs simulator
The Vision

Beyond Trajectories.

We are building the engine that generates infinite, photorealistic training worlds for Vision-Language-Action models.

Synthetic Sensor Data for VLA

We replay validated human trajectories inside simulation to generate perfect synthetic sensor data — RGB-D, LiDAR — for training Vision-Language-Action models.

3D Gaussian Splatting + Physics

We combine 3DGS for absolute photorealism with rigid-body physics, creating digital twins indistinguishable from reality.

Infinite Variations via Cosmos

Using NVIDIA Cosmos World Foundation Models, we generate millions of environment variations, exponentially scaling Imitation & Reinforcement Learning.

✓ NVIDIA Inception Program
✓ NVIDIA CloudXR Early Access
The Founder
Georgy Molodtsov

Georgy
Molodtsov

Founder & CEO, SIM XR
Webby Award
European XR Award
Raindance Immersive
XR NATIVE — SCALE OPERATOR
10+ Years. 50+ Festivals. Tens of Thousands of VR Device Interactions.

Produced and curated XR events across Europe and CIS. Managed synchronized multi-headset deployments (up to 65 devices) for audiences of 500,000+ people. Founder of Film XR (Estonia/France).

3DGS & AI PIPELINE R&D
Active R&D in Gaussian Splatting, NeRFs & AI Video Pipelines since 2024.

Hands-on research in 3D Gaussian Splatting and Volumetric Video for XR/Film/Animation. The core technology of SIM XR's long-term vision is already in active development.

RECOGNITION
Academy of Television Arts & Sciences · Venice Biennale · Fulbright Fellow.

Member of ATAS Emerging Media Peer Group. Mentor, Venice Biennale College Cinema – Immersive (2025). Fulbright Graduate Fellow.

🚀 Early Access

Early Access for Robotics Teams

We're building the training layer for physical AI. Join early to shape the platform.

Robotics Teams

Request Early Access

We're working with robotics companies that need high-quality teleoperation datasets for training robot policies. If you're building robots and need demonstration data, join the early access list.

We'll reach out if your use case fits the platform.

Collaborators

Want to collaborate?

If you're an engineer, researcher, or XR developer interested in the project, feel free to reach out.

Ready to train your robots
at scale?

We're working with early robotics partners. Let's talk.

Get in Touch →