Physical AI Infrastructure

The Training Layer
for Physical AI.

SIM XR turns VR gameplay into robot training data — scalable, human-validated, and grounded in real-world physics.

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

Robots need to learn.
Teaching them is hard.

Training robots to perform real-world tasks requires massive amounts of high-quality demonstration data. Three barriers block progress today.

01
Resource-Intensive & Costly

Physical teleoperation requires expert operators at $25–$150/hr. Large-scale data collection is prohibitively expensive for most robotics teams.

02
A Throughput Bottleneck

A robot skill needs thousands of demonstration episodes. An in-house team takes two months to collect 1,000 episodes. A distributed VR crowd does it in two days.

03
Video Data Lacks Physics

Billions of hours of egocentric video exist online — but they carry no action labels, no proprioception, and no contact physics. They can't teach a robot how to grasp.

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
$50+/hr
$5/hr
Compute
Scale
Bottleneck
Infinite
High
Quality
Real physics
Validated
Sim gap
Gamified VR task vs clean simulator
PLAYER VIEWSIMULATOR OUTPUT →
The Platform

How SIM XR Works

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

01
Robotics Company
The Client

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

02
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.

DEMO VIDEO — COMING SOON
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.

Ready to train your robots
at scale?

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

Get in Touch →