And while not one of these technologies are prepared to purchase, Sony’s ambitious set up was seriously remarkable.

We’re not certain there’s a large marketplace for the Synesthesia Suit, but this virtual reality experience is a trip. The Rez Infinite demo we attempted was crazy, to say the least.

Afterward we went for a bike ride in Sony’s Cyber Gym and Music Visualizer, which was like a SoulCycle type in space. It was a little disorienting, to tell the truth, but cycling through space was a one of a kind encounter you’ll simply get at SXSW.

Sony used its relationship with Marvel Studios to make a “Spiderman: Homecoming” encounter to flaunt its new projection mapping technology. A moving projector that reacted to the climber’s motions with no climber distorting the projected picture was used by the scaling challenge. It turned out to be a showstopping method to showcase what some might consider a dull part of technology, although we left that demo to the professionals, because one of us would’ve probably injured ourselves trying to scale this wall.

We attempted on a wearable image which uses mics to get the sound of your motions as a piece of Sony’s Motion Sonic Project. The cuff has built in motion detectors so that you make control and music beats simply by moving your body. A professional dancer’s demo was a little awe inspiring than our own dance that is “ ” moves, if it ever makes it to marketplace but we could imagine this being a trendy wearable for children and creatives.

Our last stop was the Mixed Reality Cave, where Sony used a short-throw 4K projector known as the Warp Square to develop a virtual encounter with no headset. The cavern itself was a little room that projected images on four high-contrast screens on the walls with detectors to socialize together with the installment.