VR Headset Voice Control SDK
Virtual reality for gaming
How BotSurf works on a VR Headset
BotSurf runs on a VR Headset as an on-device AI voice agent, not a fixed list of matched commands. Voice control, immersion Because the underlying engine is a real AI model rather than a command-matching layer, it handles phrasing variation, multi-step requests, and follow-up questions the way a person actually talks — not the rigid "say this exact phrase" pattern older voice integrations require.
The manufacturer opportunity
VR market. This is a genuine AI differentiator, not a rebadged wake-word matcher — VR Headset manufacturers can market real on-device AI reasoning, multi-step task handling, and privacy-preserving local processing, positioning against competitors still shipping fixed-command "voice control" as if it were the same thing.
Hardware & memory baseline
The floor Gaming & Entertainment devices need to clear before integration; exact figures are confirmed per project once we know your chipset and target markets.
Minimum RAM
4 GB minimum to run the AI voice overlay alongside an active game without contending for resources the game itself needs
Minimum storage
4 GB — the voice layer must have a minimal footprint here, since storage on this category is dominated by the games themselves
CPU architecture
Whatever the console/PC/handheld already runs (x86 for consoles and gaming PCs, ARM for handhelds) — the AI overlay is designed to run alongside, not compete with, the game engine
Microphone array
Headset mic (near-field) is the dominant input for this category; far-field only relevant for living-room console setups without a headset
Network
Wi-Fi/Ethernet already assumed for online play; the voice overlay adds negligible bandwidth beyond the game's own traffic
Latency budget
The single hardest constraint in this category — voice commands must resolve fast enough not to be felt as input lag, which rules out any round-trip to a server for time-critical actions
Chipset compatibility
Console-class x86 (AMD/Intel), ARM for handhelds (Snapdragon, custom Nintendo/Valve silicon) — integration is scoped per platform's SDK access model
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