Lairds of Troon · Technology engineers
Lairds design and build virtual reality rooms across Ayrshire, Glasgow, Edinburgh and the west of Scotland. Not a headset on a shelf: a room with the tracking volume, the computing, the network, the flooring and the ventilation designed around it, so it works every time somebody puts the headset on rather than only on the day it was installed.
We work throughout the west of Scotland from Marathon House, Olympic Business Park, Kilmarnock. VR sits alongside the rest of our simulation work: the VR gaming and entertainment space, a custom car simulator, golf simulator rooms and an outdoor sports space. The disciplines are the same. The room decides the result.
Most VR disappoints for reasons that have nothing to do with the headset.
Tracking volume. Room-scale VR needs a clear, correctly proportioned play area with base stations or inside-out tracking positioned against the actual geometry of the room. Get this wrong and the guardian boundary shrinks until the experience is standing still.
Ceiling height and obstructions. Light fittings, beams and low ceilings are the most common cause of a room that cannot be used properly. We measure before anything is specified.
Computing. VR is unforgiving about frame rate. Dropped frames cause nausea, which is the fastest way to make an expensive room unused. The machine is specified against the headset resolution and refresh rate, not against a budget line.
Network. Wireless headsets need dedicated capacity on a clean band, not whatever is left over from the household. This is where a designed network earns its money.
Flooring and safety. A defined play surface people can feel underfoot, no trip hazards, and something soft at the boundary. Obvious, and routinely skipped.
Heat and ventilation. A high-end PC and an enclosed room make a warm room quickly. Ventilation is designed in, not discovered later.
Usually a spare room, a garage or a garden room. Often shared with another use, so the equipment has to store away and the room has to work as a room when the headsets are off.
Where the same room runs VR, golf and driving. This is the most common brief we get and the one that most needs deciding early, because the seating, flooring, screen and control differ for each.
Continuous use by people who have never worn a headset before. That changes everything: durability, hygiene, cable management, supervision sightlines and how quickly staff can reset between users.
Where VR is a tool rather than entertainment. Content, record keeping and repeatability matter more than spectacle.
We measure the space, establish who will use it and how often, and tell you plainly whether the room can support room-scale VR or whether a seated configuration is the honest answer.
Play area, tracking positions, machine location, cable routes, power, network provision and ventilation, resolved on a drawing. Where a builder or architect is involved this happens before first fix.
Power, data and containment go in with the other trades. Retrofitting a VR room afterwards is possible and always costs more.
Tracking calibrated, boundary set, frame rate verified under load rather than assumed, and the whole thing handed over working.
Documentation, the machine specification, and one number to call. Headsets and software move quickly, so we expect to come back.
Yes, and across the west of Scotland, from Marathon House, Olympic Business Park, Kilmarnock. We travel further for commercial and venue installations.
Less than people expect for seated experiences and more than they expect for room-scale. Ceiling height and obstructions matter more than floor area, which is why we measure the room before quoting rather than after.
Frequently, and they often make the better rooms because the ceiling is clear and the floor is uncommitted. Insulation, heat and ventilation need resolving first, which is a builder conversation as much as an AV one.
Yes, and it is the most common brief we get. It needs deciding at design stage though, because the flooring, seating, screen and control differ for each. Retrofitting a second use into a room built for one is the expensive route.
Almost always dropped frames. If the computing cannot hold the headset refresh rate under load, the mismatch between what you see and what your body senses causes nausea. We specify the machine against the headset rather than against a price, and verify frame rate under load before handover.
The machine specification, the network and tracking documentation, the calibrated boundary, and one number to call.