Virtuix Raises $4.7M in Latest Crowd Investment, Plans to Ship 1,000 VR Treadmills by Year’s End

Virtuix, the company behind the Omni VR treadmill, announced it’s raised $4.7 million through its latest crowd investment round. The Austin, Texas-based company also says it plans to ship 1,000 of its Omni One VR treadmills by the end of this year.

Earlier this year, Virtuix launched an equity crowdfunding campaign to further support the production of its Omni One VR treadmill, which, when paired with a VR headset, allows you to physically run around in a VR game instead of relying on artificial locomotion schemes, like stick movement or teleportation.

Similar to other parabolic VR treadmills like KAT VR, Omni One requires you to wear special low-friction shoes and strap into a harness system which keeps you in the center of the base’s parabola. Read about our latest hands-on to see Omni One in action.

Since launch in early 2023, the campaign has already raised over $4.7 million. Although just short of its initial $5 million target, Virtuix has decided to conclude the crowdfunding campaign earlier than planned on August 10th.

In addition to individual investors, the funding round received significant support from JC Team Capital, a prior investor, with its founder and CEO, Parth Jani, joining Virtuix’s Board of Directors as a lead investor. Virtuix intends to use the funds to increase Omni One’s production and aims to achieve profitability by 2024.

Virtuix has already started shipping beta units of Omni One to 8,000 of its equity investors. More than 1,000 units are said to ship out by the end of this year, with plans to deliver to all remaining investors in the first quarter of 2024. Pre-orders for the general public are expected to open in late 2023, with deliveries scheduled to start in the second quarter of 2024.

While more accessible to consumers than similar enterprise devices, Omni One’s introductory is $2,595, which includes the Pico VR headset—a sharp reminder that the accessory largely appeals to prosumers and businesses. The company has however devised a payment plan that offers the device as low as $65 per month.

Virtuix’s CEO, Jan Goetgeluk, expressed excitement about Omni One’s success and its potential for rapid revenue growth, saying the company already has a waitlist of 35,000 interested customers.

Founded in 2013, the latest campaign puts Virtuix’s lifetime funding to more than $35 million which was sourced from both individual and institutional investors.

Virtuix ‘Omni One’ VR Treadmill Now Shipping to Early Investors

Virtuix, the company behind the Omni VR treadmill, launched a crowd-based investment campaign in 2020 to fund Virtuix Omni One, an at-home VR locomotion device targeted at consumers. Now the studio has revealed the final version, pricing, and the news that it’s  now shipping out to early investors.

Omni One units are now headed out to early investors (re: not backers) prior to the device’s planned consumer launch, which is said to arrive at some point later this year.

The company says its currently has a waitlist for Omni One of “more than 35,000 subscribers.”

Here’s a look at what Virtuix says is the final version of the hardware:

Virtuix says 900 of its equity crowdfunding investors have applied to buy Omni One beta units, which will be extended to late 2023, however unit quantities will “start small and gradually increase as the program proceeds.”

Similar to other parabolic VR ‘treadmills’, Omni One requires you to wear special low-friction shoes and strap into a harness system which keeps you in the center of the base’s parabola.

And although marketed as a consumer-targeted device, Omni One’s introductory price will be $2,595 plus shipping, which also includes the Pico Neo 3 Pro standalone headset. The company is however also offering a financing plan that could bring it to as low as $65 per month.

Over its lifetime, Virtuix has raised $35 million. The company says it’s now shipped over $16 million worth of products, which includes over 4,000 Omni Pro systems across 45 countries, and than 70 Omni Arena systems to US venues such as Dave & Buster’s.

Virtuix Completes $19m Financing Round For Omni One Home VR Treadmill

Virtuix Omni One

In 2020 Virtuix revealed plans to create a home version of its omni-directional treadmill, a more compact solution called the Omni One. As part of this process, the company launched a Series A-2 financing round, allowing investors to purchase shares in the business whilst being offered a discount on the treadmill when it becomes available. With the round closed, Virtuix has managed to raise $19 million USD towards its launch.

Virtuix Omni One

Up to now, Virtuix has concentrated on the commercial market shipping over $10 million worth of omni-directional systems to location-based entertainment (LBE) venues like Dave & Buster’s. Omni One on the other hand is firmly focused on the high-end consumer market, allowing gamers to fully immerse themselves in virtual reality (VR) without the need for a room-scale compatible environment. Coming in with a 4ft diameter the Omni One can be folded up to store away.

The funding round required a minimum investment of $1,000, with investors offered a 20% discount on an Omni One if they wanted one. Over 6,500 investors participated in the round to hit that $19 million. The funds will be used to help build and launch the Omni One which is currently expected to arrive later this year.

“With Omni One, your home becomes a portal into new worlds and gaming adventures like never before,” said Jan Goetgeluk, Virtuix’s founder and CEO in a statement. “For the first time, you’re no longer restricted by the limited space in your home. You can roam endlessly around immersive virtual worlds as you would in real life, using your whole body.”

Virtuix Omni One

“We’re impressed by the outpouring of investor support for Omni One,” Goetgeluk added. “More than two million players have experienced the thrill of walking around inside videogames at our commercial venues around the world. Given our success in the out-of-home market, our investors believe we’re well positioned to bring our popular gaming experience to millions of homes around the world.”

The Omni One is mainly going to be sold as an all-in-one entertainment system, combining the treadmill and a standalone headset in the price. For the launch Virtuix will have 30 titles available via a dedicated store, some developed in-house while others have been licensed from third-party developers. And how much does all this cost? To buy the Omni One up front will set you back $1,995, or there’s the monthly payment plan for $55 / month. There will also be a Omni One “Dev Kit” version primarily designed for studios.

As further details of the new Omni One treadmill are released, VRFocus will let you know.

Virtuix’ Omni One Raises $11m from 4k Investors, Campaign Ends April

Virtuix Omni One

Five months ago Virtuix launched a campaign on equity crowdfunding platform SeedInvest for its latest product, the Omni One omnidirectional treadmill. Today, Virtuix revealed that the campaign has been a massive success, seeing 4,000+ investors help the company raise over $11 million USD with a month still to go.

Virtuix Omni One

The campaign ends on 2nd April 2021, with Virtuix hoping to achieve $15 million by that time. Rather than going the crowd-funding route of platforms like Kickstarter, going the SeedInvest route allows Virtuix to sell shares to the public. The minimum investment is $1,000, and as a perk investors will receive a 20% discount (worth $400) when buying Omni One.

Omni One will be sold in two versions in 2021, a “dev kit” package for $995 which isn’t supplied with a headset – great for developers and VR fans who already own their own headset and VR-capable PC. The complete Omni One entertainment system – including an all-in-one VR headset and operating software – will retail for $1,995 or via a monthly payment plan for $55 a month.

“We’re both thrilled and humbled by this outpouring of investor support for Omni One,” said Jan Goetgeluk, founder and CEO of Virtuix in a statement. “Given that many of our new investors are also eager customers who plan to buy Omni One for their homes, our success on SeedInvest signals strong market demand for Omni One.”

Virtuix Omni One

“Omni One is like no other gaming system,” Goetgeluk continued. “It’s a breakthrough in omnidirectional treadmill technology. The system is compact at only four feet in diameter, it’s easy to fold up and store, and it gives players unmatched freedom of movement, including crouching, kneeling, and jumping.”

The Omni One is Virtuix’s first proper foray into the consumer sector, as it usually focuses on the location-based entertainment (LBE) sector. Designed to offer a small footprint ideal for people’s homes, the Omni One is due to launch this year with 30 titles developed by Virtuix and third-party studios made available through its own dedicated online store.

Virtuix isn’t the only omnidirectional treadmill company looking to entice VR consumers. KatVR’s Kat Walk C ran a Kickstarter in 2020 selling its device for $999 or less. VRFocus will continue its coverage of the Omni One, reporting back with further updates on its development.

Virtuix Raises $19M in Crowd Investments for Omni One VR Treadmill

Virtuix, the company behind the Omni VR treadmill, launched a crowd-based investment campaign late last year to support the launch of Virtuix Omni One, an at-home VR locomotion device for consumers. The campaign’s second phase (Series A-2) is nearly at its end, and Virtuix says the company has garnered $19 million from individual investors looking to get a piece of the company.

Update (May 26th, 2021): Virtuix announced today that, through the entirety of its Series A financing round, it’s secured $19 million from more than 6,500 investors. Virtuix says Mark Cuban, an original investor, increased his share in Virtuix as the company readies the launch of Omni One.

The supplemental A-2 campaign is still active, and will conclude on May 28th at 12:59 PM ET.


Update (April 6th, 2021): Viruix’s two-month crowd investment campaign is over after having attracted $14,389,147. Like many tech startups, Virtuix says its two main exit opportunities would be either going public via an initial public offering (IPO) or getting acquired by a larger company.

“It’s hard to say which is more likely, and we’re not allowed by the SEC to provide ROI or time estimates, but in any case, both would be a major success for our investors,” the company says.

Original Article (October 7th, 2020): Omni One is a consumer version of the Omni that Virtuix says is optimized for home use, including a light frame, foldable body for easy storage, and a freedom of movement that boasts walking, running, crouching and jumping. All of this is done by moving your feet on a low-friction parabolic surface that requires special low-friction shoes.

In contrast to the company’s commercial Omni, which it sells to location-based entertainment facilities, the consumer version has done away with the support ring, but there’s a few other things that have changed too.

With the Omni One package, Virtuix says it will include a standalone VR headset, which in the promo material is a Pico Neo 2. Granted, users can also connect Omni One to a PC and play PC-based VR games using their own headsets, however the company is putting forward a complete package that “just works out-of-the-box,” Omni CEO and co-founder Jan Goetgeluk says.

Image courtesy Virtuix

Although it’s uncertain precisely which standalone headset will ship with Omni One, the company will be pitching their own app store with games guaranteed to support the VR treadmill. This comes part and parcel with an obligatory monthly subscription called ‘Omni Online’ for online play, similar to Xbox Live and PS Plus.

Unlike most crowdfunding campaigns, which typically work as pre-orders, Virtuix is accepting reservations from interested parties via a Regulation A funding campaign. The company has been testing the waters for such a crowdfunded equity investment ever since the US government eased investment rules via the JOBS act, which allows the general public to invest in private companies.

Image courtesy Virtuix

That said, the lowest possible investment is $1,000, which incentivizes people with a 20% discount when buying an Omni One system ($400 discount) or Omni One dev kit ($200 discount). Investing in the first week will double that discount, coming to a total of $800 off the Omni One or $400 off the Omni One dev kit.

Virtuix says Omni One is slated to release sometime in Q2 of 2021 priced at $1,995. According to The Verge, the developer kit will sell for $995, however it will lack access to the Omni game store and the included VR headset.

SEE ALSO
Kat VR Secures $1.6M in Kickstarter Funding for Its Consumer-grade VR Treadmill

Having tried the original commercial Omni several times myself over the years, and also its main China-based competitor Kat Walk VR, it’s safe to say that using these type of low friction VR locomotion devices can definitely be awkward at first. It’s not exactly comparable to walking naturally, as you slide your feet forward and forcefully turn against the weight of a constrictor bar (or in Omni Pro’s case a support ring) to turn in-game. I’ll admit that I don’t own any such VR treadmill though, both for the associated price tag and space requirements, however it’s clear Virtuix is trying to change that here with its new, slimmed-down Omni One.

And it seems the early bird investment strategy has worked fairly well so far. At the time of this writing the company has already made it halfway to its overall minimum goal of $1 million. You can check out more funding tiers and specifics around the investment crowdfunding campaign here.

Check out the company’s SeedInvest campaign pitch below:

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Virtuix Unveils New Omni One VR Treadmill For Home Use

Virtuix unveiled a new VR treadmill today, called the Omni One, which is targeted at a consumer level for home use.

The Omni One is the latest in a line of many Omni treadmills for VR content, allowing you to simulate walking while physically staying in the same spot. The word treadmill is slightly misleading, as nothing actually moves on the Omni — the user has to wear a special pair of shoes that will slip along the surface of the round disc-shaped base. This allows the user to walk on the spot in any direction, which will move them in VR but keep them stationary in real life.

Virtuix say that the Omni One was inspired by their previous commercial equivalent, the Omni Pro, except designed for consumers and not businesses. The Omni One is lighter, more compact and easy to fold up, plus it has a sleeker look that’s “designed to fit tastefully inside a living room or other place in your home.”

The Omni One will be sold as a complete entertainment unit, including a standalone VR headset — everything you need will be included in the box, no additional equipment required. The video above features a Pico Neo 2, but Virtuix say that it hasn’t decided which headset will be included in the final product yet, and are choosing between “a few good, next-gen HMD options”. The device will also feature a game store with over 30+ titles at launch, including “Call of Duty and Fortnite-style games developed by Virtuix alongside top titles licensed from third parties.”

Omni one vr treadmill bedroom

The price will be $1,995 for the entire unit, including the Omni One and the accompanying headset, however a $55/month payment plan will also be available. There will also be a ‘dev kit’ option for $995, which does not include a VR headset and will connect to a PC for either development or use with PC VR content. This could also be a good option for Quest and Quest 2 owners if paired with Virtual Desktop wireless streaming.

The Omni One will be available in the second half of 2021. Let us know what you think down in the comments below!

The Virtual Arena: LBE VR Success on Parade (Part 2.)

In his coverage of the immersive Out-of-Home entertainment scene for VRFocus, in his second part of his latest Virtual Arena column, Kevin Williams reports from the IAAPA trade show on the other emerging categories of “VR Enclosures”, and “Arena-Scale VR” both including backpack PC and now the new launch of Standalone systems.

In this, the second part of our coverage of the mammoth International Association of Amusement Parks and Attractions (IAAPA) held in Orlando and covering some 580,000 net square feet of exhibit space, and accommodated some 1,140 exhibitors – of those exhibitors it was calculated that over 70 of these had some form of VR product or initiatives on display.

IAAPA 2019 hall
The vast vista of just one hall of the IAAPA 2019 show floor. Image credit: KWP

Continuing the different categories of VR business that were on display during the convention and we come to “VR Enclosures” – this represents the creation of structures that enclose a space within a facility to offer a VR experience. This is best illustrated by leading provider HOLOGATE, who has developed and launched its ‘HOLOGATE Arena’ placed with some 300 active locations throughout Europe, the Middle East, the Asia-Pacific region, and North and South America. The four-player tethered enclosure revealed that the company would be moving from HTC headsets to using the Valve Index. And at IAAPA it also launched an eye-catching ‘HOLOGATE Tower’ – a two-floor steel platform that doubles the floor space to play on.

The company also entered the motion racing VR scene with its new ‘HOLOGATE Blitz’ – the developer partnered with an established motion platform manufacturer to create a unique motion cockpit system as a companion to the successful Arena. As we have seen in the first part of this report, the interest in VR racing simulator videogames has grown, and HOLOGATE is looking to offer a varied selection of both content and VR experiences to drive interest in this platform. 

Another VR enclosure developer that had big developments at IAAPA was Minority Media, the company is the developer of the four-player ‘Chaos Jump’ enclosure, and building of success selling this system launched their new ‘Transformers: VR Battle Arena’, created in collaboration with Hasbro. Again, four players battle against each other, but this time the videogame uses the new version of the StrikerVR haptic weapon for added immersion.

Hologate Blitz - IAAPA 2019
Extreme racing on the HOLOGATE Blitz. Image credit: KWP
Transformers: VR Battle Arena
Transformers: VR Battle Arena at IAAPA 2019. Image credit: KWP

One of the other VR enclosures developers on the show floor was Inowize, presenting the ‘VR Quest Arena’ – this is one of the first systems that offered six-player competition within their platform, using tethered HTC Vive Pros. The company has also partnered with an already established sales veteran, sharing space in the Amusement Products booth during the show.

Aiming at a younger audience has been the focus for several the new VR enclosure developers, hoping to attract the widest demographic. One such developer presenting at IAAPA 2019 was AlterEyes with its ‘DOJO’ – this system using the latest wireless HTC Vive Pros, uniquely able to accommodate four synchronize players. While another developer Boxblaster VR also presented a cost-effective tethered four-player VR enclosure platform, also announcing that its moving across to the Valve Index headset.

Inowize - VR Quest Arena
Inowize’s VR Quest Arena. Image credit: KWP
AlterEyes - Dojo
The AlterEyes DOJO at IAAPA 2019. Image credit: KWP

Another example of the successful deployment of this approach to VR entertainment, the Funovation represented their partnership with Virtuix, (the pioneer of “Active VR”) – who launched last years’ ‘Omni Arena’, a four-player VR enclosure employing their omni-direction movement system and HTC Vive headsets. Virtuix has focused their system on offering a perfect competition platform partnering with HP, to double the 2020 eSports prize-pool from $50,000 to $100,000. The company also announced the launch of the new eSports game ‘Elite Force’, a player-vs-player military blaster.

Another company that has expanded the approach to a VR enclosure from just a structure, but into a full game stage is MajorMega – presenting at the Orlando show its completed ‘Hyperdeck’ platform. Offering multi-sensory effects (wind, heat, motion), running the HTC Vive Pros for the four-players. The company has already seen a strong return on investment numbers while on test at a few well-known venues, and during IAAPA the company gave a sneak peek of its next videogame title on the system called ‘Dream-Saver’.

Virtuix Omni Arena IAAPA 2019
The Virtuix Omni Arena. Image credit: KWP
MajorMega Hyperdeck
The MajorMega Hyperdeck in action. Image credit: KWP

The development of VR enclosures that also expand into the other new category of “Arena-Scale VR – Backpack” was also witnessed, as well as the pivoting of many consumer VR developers into supporting LBE VR. Exhibitor IMMOTION was working in association with Survios to launch ‘Raw Data Arena’, a VR 4m x 4m multi-player enclosure based on the popular game. While Vertigo Games’ LBE VR division Vertigo Arcades made the trip to the Orlando show with their LBE version of their popular ‘Arizona Sunshine’ and their new release ‘Corsair’s Curse’. Both running on backpack PC’s and using HTC Vive Pro headsets.

Not all Arena-Scale VR – backpack systems are housed in enclosures and many builds on free-roaming spaces dedicated for their deployment. One of the veterans of this space is Zero Latency with its multi-player “warehouse space” VR experience. The company showed at IAAPA the Gen 2 VR System, developed in partnership with HP, Microsoft and Intel, with an HP backpack and HP Reverb headset. Zero Latency has started the process of retrofitting across some of their 41 venues, recently adding MeetupVR in London Wembley at Boxpark (as covered in the recent VRFocus report).

More exhibitors promoted their platforms that offered a multi-player arena-scale solution; developer Ideas Extremas presented their ‘VR Ideas – Cybengerz VR Arena’ – a three-player using wireless HTC Vive headset so removing the need for a backpack. While developer ARena Space showed its wireless HTC Vive Pro multiplayer platform, deployed in the companies established chain of stores. The appearance of wireless solutions shows the latest phase of development, while examples of the use of standalone headsets was also evident.  

Another Backpack PC VR provider is VEX Solutions – the company showing at the show their previously launched ‘VEX Adventure’ – run as a large VR enclosure employing FX elements such as vibrating floor and heat elements – along with the four players wearing haptic vests and HTC Vive headsets. But the company also launched a new variant of this approach with their “Arena-Scale VR – Standalone” system called theVEX Arena’. This platform making use of the Oculus Quest headset, the company offering a flexible game space of between 16 up to 100 square meters – with between two or 12-players.

Arizona Sunshine LBVR IAAPA 2019
Vertigo Games’ Arizona Sunshine LBVR enclosure. Image credit: KWP
VEX Arena IAAPA 2019
The VEX Arena deployed on the Oculus Quest. Image credit: KWP

Another exhibitor with this approach was ANVIO that showed their Standalone VR system running on the Oculus Quest. This was not the only company that looked at Standalone mobileVR headsets, with their all in one approach to offering immersive experience as a new opportunity for cost-effective deployment in the LBE VR scene, and there are several other manufacturers on and off the show floor that are taking the same approach. So much so, that OculusVR has undertaken to re-evaluate their approach to Enterprise business (including LBE VR) and will be making an important announcement in the coming weeks.

But not all Standalone developers are depending on the Oculus Quest – there are several alternative hardware offerings. Emerging VR developer SPREE Interactive; (formerly known as Holodeck VR) has created a suite of Arena-Scale VR experiences that use the Pico standalone headset. The company creating multiplayer free-roam experiences based on their patented technology aiming at a family-friendly approach with their ‘SPREE Arena’.

As touched upon in our previous report SPREE Interactive have taken their tracking technology and in cooperation with VR Coaster launched their ‘VR Bumper Car’ platform, converting a conventional bumper car attraction into a virtual experience – again using their standalone headsets. The company has also built on a third partnership with Hollywood VFX team Pixomondo – to launch a new experience called ‘Mission to Mars’. This free-roaming VR experience accommodating 20-players and allowing them to explore mans’ attempts to inhabit the Red Planet.

SPREE Arena
The SPREE Arena in operation. Image credit: KWP
SPREE VR Bumper Car
Taking SPREE Interactive’s VR Bumper Car for a spin. Image credit: KWP

Obviously, these two features can only offer a snapshot of this amazing trade gathering regarding some of the myriad of exhibitors that came to IAAPA 2019 – but shows the incredible diversity in development in VR applications for Out-of-Home entertainment. 2020 will continue to see the diversity grow with the launch of new hardware and entertainment platforms continuing, and also the opening of a number of the latest LBE facilities across major cities such as from Sandbox VR and The VOID, (to name just two). Watch this space for the next series for reports from this dynamic sector.

HP and Virtuix Sponsor $100,000 VR Esports Tournament

Virtuix, the company behind the Omni VR treadmill, has partnered with HP to offer a prize pool of $100,000 for its upcoming 2020 Omni Arena series, the company’s annual VR esports competition.

First introduced by Virtuix back in 2016, Omni Arena is a VR esports attraction featuring four Omni VR treadmills. Offering weekly and monthly contests, four-player teams are pitted against each other to top the global leaderboard playing Omni Arena exclusive VR shooters such as Elite, Core Defense, Hardpoint, and VRZ Tournament.

Now the new prize pool amount is double that of the 2019 Omni Arena series, which included a cash prize pool of $50,000.

As a part of the partnership, winning teams will also receive an HP Reverb VR headset in addition to cash prizes in 2020.

Image courtesy Virtuix

In 2019, more than 1,000 players in over a dozen countries participated, founder and CEO of Virtuix Jan Goetgeluk says in a press statement.

One of the guiding ideas behind the company’s esports tournament is to provide users a reason to come back to location-based entertainment facilities, and thus drive higher repeat play.

“A $100,000 prize pool attracts gamers who play again and again. Our core players come back to compete every week,” Goetgeluk says.

If you’re interested in participating, check out are the official participating locations across North America, Europe, Australia, and Asia.

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Virtuix’s Debut VR ARENA Achieves $30,000 + Revenue in First Month

When it comes to the consumer side of virtual reality (VR) entertainment becoming successful and making a profit can be both difficult and different paths. Location-based entertainment (LBE) is one avenue some companies are having success with, while others – like IMAX VR – have struggled. Virtuix, best known for its Omni treadmill, entered the LBE field with gusto last year announcing its VR ARENA attraction. And it seems to be onto a winner with the first installation recording significant attendance and revenue.

Omniverse VR ARENA

Virtuix installed the first VR ARENA at Pinballz, a family entertainment center in Austin, Texas, on 7th March 2019. After the first month, the small-footprint VR attraction managed to rake in over $30,000 USD in revenue from 2,200 plays.

“VR ARENA has exceeded our expectations,” said Darren Spohn, owner of Pinballz in a statement. “Guests are loving the experience, and we see strong repeat play. Thanks to the esports prize competitions, we’re able to attract a new audience of gamers and entice guests to play again and again.”

Powered by Virtuix’s “Omniverse” content platform the VR ARENA holds weekly and monthly esports tournaments sponsored by HP and HTC, with an annual prize pool of more than $50,000. Stats reveal more than 1,800 guests have played, paying $15 per play or $12 as part of a combo package. The age range for players varied from 5 to 65, with an average age of 26.

“The big draw of the attraction is the ability to walk and run around inside a video game,” said Jan Goetgeluk, founder and CEO of Virtuix. “Such a unique experience cannot be had at home. We’ve seen some customers drive for more than an hour to come play.”

With the ability to host up to four players at a time, VR ARENA has been designed as a high-energy VR esports attraction, using HTC Vive Pro headsets. The attraction can be operated by one attendant at a steady throughput of 20 players per hour. The Omniverse platform features 20 competitive titles for vendors to choose from.

As Virtuix installs more VR ARENA’s at entertainment venues, VRFocus will keep you updated on the company’s continued expansion into the LBE industry.

How the Lack of Physical Space is Affecting the Adoption of VR in Major Cities

Living in a sprawling metropolis like London or New York can be expensive, and often cramped—any local will tell you that. It’s also fair to say that neither of these characteristics of big city living are all that helpful in the context of virtual reality (VR) adoption. So, how precisely is the lack of physical space affecting the adoption of VR in major global cities?

When discussing VR adoption in this article, I’m talking about widespread adoption and the effects of space constraints in this context. What I’m not talking about is the early adopters, those who will make space, despite the lack of it. What I’m trying to say is, I’m not talking about the nutters willing to alienate their flatmates with a living room full of sensors and cabling—nutters like myself.

If VR is to take off, it needs to find its way into the household of the casual gamer (someone unwilling to make space), not just those mad, eccentric or passionate enough to take a gamble on the technology.

Tetris-like living

Two meters by one and a half meters. This is the minimum amount of space required to set up a room-scale VR experience using the HTC Vive. It might not sound like much, but it’s harder to find than you might think.

Take my beloved London for example. According to a 2015 survey, the average floorspace of flats in the London boroughs of Walthamstow, Bexley and Croydon was a mere 57 m2. The City of London wasn’t far behind, with an average floorspace of 59 m2. This might sound like plenty of space, but once you’ve accounted for dividing these flats into bedrooms, bathrooms, kitchens and living rooms, and populating these spaces with necessary furniture, that all-important 2m x 1.5m becomes extremely difficult to find.

Some have described living in London as “Tetris-like living”, which is fun to visualise, but less fun to experience. The term “rabbit hutch Britain” also began to float around in 2014 when it was announced that the UK topped the rankings for the smallest properties in Europe. Not exactly an accolade to be proud of.

Apartment dwellers in global cities such as London, New York, Hong Kong and Tokyo have become masters of this “Tetris-like” lifestyle. They spend more time outside of the domestic sphere than most, utilising public spaces like parks, squares, restaurants and bars, to compensate for the lack of space at home.

By necessity, city dwellers become experts in spatial economy, making use of every inch of personal space, as well as every inch of communal space. If you’re in need of further convincing, find a video of commuters boarding a train in Tokyo—it’s a modern marvel. However, the tactics employed by savvy city dwellers can’t be applied to VR’s specific space problem. Top of the range VR sets aren’t exactly cheap, portable or weatherproof, so it’s unlikely we’ll be seeing them in our public squares and parks any time soon.

Another recent survey found that 47 per cent of UK residents said there wasn’t even enough space in their homes for the furniture they owned. It’s fair to assume that this percentage would be even higher if London was examined in isolation. Presumably, this means that more than half of all Londoners are from the get-go completely inhibited from setting up a VR play-space at home. This figure doesn’t even account for those who have no interest in technology, and those that simply don’t have the knowledge required to operate a VR set, two demographics that would drive the exclusion percentage even higher.

For VR to become widespread, its userbase needs to reach a critical mass. At this point, more money will be poured into developing high-quality applications and inexpensive set-ups, and the userbase will multiply. Whether it’s possible to achieve this critical mass with such a high percentage of city-dwellers excluded from using VR in the home is, unfortunately, perhaps doubtful.

However, there might just be a way around the lack of physical space in our global cities. If only there was some way of creating the convincing illusion of space, where in fact there is none…

Oculus Quest - Hero / Lifestyle ImageThe locomotion commotion

Locomotion has been an issue for as long as VR has existed. Those who’ve had the privilege of sampling the HTC Vive or Oculus Rift will be familiar with the genuinely incredible sense of immersion they induce. They’ll also, though, be familiar with the heartbreak brought about when that delicate state of immersion is shattered, as a wayward fist or leg strikes a wall (or television) that doesn’t exist in the virtual world. It’s like an unsolicited bucket of cold water tipped over the head.

Some companies have turned to technological solutions to the problem of locomotion, that might also simultaneously address the problem of space. Virtuix Omni, for instance, has gone down the Ready Player One route with its large omnidirectional treadmill. The engineering might be impressive, but the £300 GBP treadmill takes up a lot of space itself. It’s probably safe to say that if people don’t have space for their furniture, it’s unlikely they have space for a science-fiction treadmill.

Another more space efficient option is a pair of Cybershoes. This extremely stylish foot accessory, that recently enjoyed a successful Kickstarter campaign, allows the seated player to scuttle around the VR environment by skimming their feet backwards and forwards on the floor. The shoes are designed to allow for a motion not entirely dissimilar to running. Although a pair of Cybershoes isn’t quite as expensive as an omnidirectional treadmill, starting at circa £150, you’d also have to invest in an appropriate swivel chair and a means of suspending the headset cable above you as you play.

It’s safe to say that technologies allowing players to move around the virtual environment without taking up space in the real world aren’t quite there yet. If they’re to make a real impact in the adoption of VR systems, they’d have to take a considerable price drop, and achieve much higher levels of functionality.

What’s certain is that the space issue in major global cities isn’t going anywhere. Spiralling property prices and the decreasing size of new-build flats mean that more and more people are packing themselves into tighter and tighter spaces.

This is the metaphorical and literal price you pay for living in a modern metropolis, and we understand that, even if we reserve the right to complain about it. To look at rent purely in the context of the space you receive for the money you pay is to tell only half the story. Really, people are paying for the proximity of world-class music, food, theatre, and art. They’re also paying for intangibles such as atmosphere, diversity, and even history. All of this, though, is unquestionably problematic for the VR industry and all those hoping to drive widespread adoption.

Our best hope is a technological leap that will allow for the convincing simulation of physical space, where in fact there is none. The illusion of space could prove ten times more valuable and powerful than physical space itself. Who knows, in some unrecognisable future, flats might only need to be the size of a cupboard, made borderless by our unchecked access to the virtual world.

For now, I’ll settle for a bigger flat.