Bring your own meeting
Browse Mersive articles on bring your own meeting.
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Explore the product family or request a demo to discuss what your meeting rooms need.
Explore PolarisBrowse Mersive articles on bring your own meeting.
Bring your own meetingBYOD vs BYOM vs. Room-Hosted Meetings: Which Model Fits Each Space? · 7 min read
Bring your own meetingWhy WebRTC Doesn’t Work on Mobile (And What Actually Does) · 8 min read
Bring your own meetingBeyond Room Conferencing: How “Bring Your Own Meeting” (BYOM) Redefines the Meeting Room Experience · 9 min readExplore the product family or request a demo to discuss what your meeting rooms need.
Explore PolarisRogue signals are jamming the airspace above the room. You're the pod — clear the channel. Jammers rain static, splitters multiply, and every fourth wave the FIREWALL sweeps in. Downed signals drop powered displays: relay shield, dual beam, the piercing LANCE and the wide-angle SWEEP.
Shares keep coming. Compose the workspace — complete a row and it renders to the display. Hold a piece for later, trust the ghost, and slam it home when you're sure.
Aliens are looting Earth's audiovisual gear, and someone has to invoice them for it. You're the AV Integrator: fight through three decks of their freighter, shoot the capsules open, and take the equipment back — HDMI becomes a Blaster, a Display fans into Multicast, Coil fires Fiber, a Speaker is pure Subwoofer. Switches level your weapon, Surges take one hit for you. Snatchers steal; make them regret it. A boss holds every deck.
Something is nesting in the farthest switch fabric. Run the corridors, eat every stray packet, and mind the four interference glyphs — each hunts its own way. Grab a powered display and, for a few seconds, the hunters become the hunted. Ten sectors between you and a clean network.
Ten displays across the broadcast campus went dark, and the interference is walking around like it owns the place. Run the loading dock, the cable trench, the rooftop, the mezzanine and the antenna tower, then push on through the uplink yard, the static fields, the rack canyon, the microwave bridge and master control — stomp the glyphs flat, bank the signal bits, bump the cache blocks, plant the midpoint flag, ride the ferries, and touch every display back to Polaris green. Game over offers a CONTINUE from the top of the level that beat you.
The campus's flagship display was stolen and walled up in a fortress beyond the north-east mesa. Cross a hundred screens of field, woods, river and dead server yard, crimper in hand — find the two small keys, mind the spikes, arrows and false floors, put five strikes into the CRT TYRANT's open screen, and raise the display where it belongs. Five hollow caves hide heart containers, and the RELAY TOWER on the south-west shore keeps the MERSIVE POLARIS — press X to grab what's in front of you, or to send the puck flying out and back.
The dongle users are pouring out of the rings in formation: HDMI drones, button wingmen, and the big conference pucks running the show. Hold the line in the Polaris fighter. They swoop in, regroup, breathe, and dive. Mind the boss pucks’ PAIRING BEAM — get caught and your fighter is theirs. Shoot that boss down mid-dive and your fighter comes home to fly beside you: DUAL FIRE. Every fourth wave is a demo stage — pure flying, pure bonus, PERFECT if you drop every last one.
A run cut across Mercury’s night side, Point A to Point B, against the clock. The sun never sets here and never rises either — it just sits on the horizon throwing its corona up the sky, and everything you can see is either lit by it or hiding from it. The route opens wide and fast, closes to a canyon barely three lanes across, climbs, and falls away again, four stages of it. Keep it on the basalt: the regolith either side will drag you down and take your speed with it. Stay clean and the craft keeps finding more — the longer you hold the line, the faster it will let you go, and the yellow pads are how you get there sooner.