Cas & Chary Present: Checking Out the YAW VR Motion Simulator

I recently had the opportunity to test the YAW VR motion simulator, so I wanted to share my first impressions!

Cas & Chary Present

Cas and Chary VR is a YouTube channel hosted by Netherland-based duo Casandra Vuong and Chary Keijzer who have been documenting their VR journeys since 2016. In partnership with the channel, Road to VR shares a curated selection of their content.

Let me start by saying that this is my first motion simulator, so I don’t have much to compare it with except for some other motion sims I’ve tried at events. I’m still learning, but I hope you enjoy this piece and that it helps out if you’re considering getting one too.

For those not familiar, motion simulators are usually moving chairs that allow you to feel the motion of a virtual reality game. The chair moves in sync with whatever you are virtually sitting in, like an aircraft, car, or unicorn. Just imagine being able to feel what it’s like to dogfight in an aircraft or to race in your dream car without leaving the comfort of your home. A motion simulator makes the whole VR experience feel more realistic.

What makes the YAW motion simulator unique is its compact form factor and reasonable price. Many other motion simulators out there are much larger and more expensive.

The chair is also a 3DoF simulator, which means it can pitch, yaw, and roll. It can even turn 360 degrees unlimitedly, which many industrial simulators can’t do. The max speed it can spin around is 360 degrees per second.

After a successful Kickstarter that concluded in 2018, you can now order the YAW motion simulators directly from the company. There are two editions:

Yaw VR Standard Edition
Price: $1,500

What’s in the box:

  • Platform
  • Shell
  • Footrest holder
  • Footrest
  • Joystick holder
  • Steering wheel holder
  • Central holder
  • Power cable
  • Screws for the setup

Yaw VR Pro Edition
Price: $2,000

What’s in the box:

  • Platform
  • Shell
  • Footrest holder
  • Footrest
  • Joystick holder
  • Steering wheel holder
  • Central holder
  • Power cable
  • Screws for the setup

Extra:

  • Head and backrest
  • The Pro edition also includes a stronger inner structure, more powerful motors, and programmable LED lights.

Dimensions:

Diameter: 31 inches (80 cm) | Height: 17 inches (45 cm) | Weight: 57 pounds (25 kg) w/o head & backrest | Max load: 265 pounds (120 kg) | Max height: 6.4 feet (195 cm)

The version I tested is the YAW VR Pro Edition.

Hardware Setup

Setting up the hardware was straightforward. The box came with a piece of paper with a link to a digital manual which included video and text-based instructions on how to set everything up.

The platform that includes the motors was ready to go out of the box. You only need to put the shell on it, and then mount the foot, head, and backrest. You can put an optional plate on the footrest for a steering wheel, and you can mount pedals on the footrest if wanted. This holder is easily adjustable in angle and height by rotating a screw. The head and backrest are also adjustable, although a bit more troublesome as you need a screwdriver.

There’s another optional plate, attached in place of the handles, which provides space to mount a joystick.

The hardware setup took me about an hour to complete. The part that took the longest was figuring out if I could repair the footrest holder that was damaged during transport. I couldn’t get it fixed, so YAW VR sent me a new piece that worked perfectly.

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To turn it on, you attach the power cable, press the “on” button, and turn on the motors with a provided key. The last thing to turn on is a positional tracker, that’s hidden in the footrest. This positional tracker is battery powered, which you need to charge with a micro-USB cable.

Once the device is on, you’ll see the logo light up and get a cool LED light show around the base. The positional tracker also has a little light at the front, and when that turns green, you’re almost ready to play!

Software Setup

Before every gaming session you need to connect the device first with a phone app using Bluetooth. If it’s your first-time setup, you need to send your WiFi credentials to the YAW simulator. You can also use a network cable if you need to connect the chair directly.

Once everything is connected, you have to calibrate the chair in its starting position. This process is pretty seamless, but configuring the next steps gets a little confusing.

There are currently two ways of playing VR games for consumers.

Option 1) Using the YAW VR Game Engine software that syncs the simulator with popular racing and flight simulator games like Assetto Corsa, DiRT Rally 2, DCS, NoLimits 2.

This is the easiest to get running. However, there may be different steps for each game. For example, to get it running with Assetto Corsa, I had to paste a plugin into the game’s plugin folder. Afterward, you have to run the YAW software in the background with the simulator connected. Then, you have to start a race first and start the plugin & device from there.

Option 2) Using the SimTools software. SimTools is a popular, generic motion simulator software which has a big community building for it.

With this software, you can connect more games as it has a big user base with people building plugins for it. Keep in mind that this software costs $50, and if you want to download plugins for more games, you’ll need another license for around $30.

SimTools seems very powerful, though, and works great once you have it setup.

With both options, the initial setup can be complicated. There are many ‘micro’-steps here that aren’t well documented in YAW’s manual. Most steps are not in one place and could be easily overlooked. Although, I do think YAW could solve this by making the guide more consumer-friendly.

Gameplay Impressions

Once I got everything set up—which took another hour—I could start playing! I tried Assetto Corsa first, a racing simulator, and went for one of my dream cars: the Audi R8. I didn’t have a steering wheel or pedals, unfortunately, so I used a gamepad. And I surprised myself big-time when I pressed the trigger button and went full throttle; I felt myself getting kicked back in my seat as the chair tilted back to simulate the force of acceleration. Apparently, gamepads are sensitive in racing simulators (duly noted). After this, it was all testing for fun. I tried accelerating and braking at full speed, and here as well, I could feel the force. It all felt very immersive!

Normally, racing simulators aren’t my cup of tea. However, being able to feel the motion makes it more fun, and now I want to play more.

I also had my partner Chary try it out. She went crazy with the pedal and even made a 360 drift in the chair, she found it incredibly fun.

She also experienced several rollercoaster rides in NoLimits 2. In this simulator, you can also make your own maps, and YAW provided one specially made for their motion simulator. This one had Chary shocked at the vibrations during the chain lift, and then gave her an adrenaline rush as she dove the vertical drops and made a couple of loops. The screams made it clear how immersive it was.

For a good impression on what it’s like, check out our video where we show the gameplay and the chair in action.

– – — – –

So far, I’m already positively surprised that even with the chair’s small form-factor it can really make the whole VR experience more realistic. However, I don’t think this is for everyone. It is more suited for those seriously into simulators, like racing or flight. You won’t be able to play other games unless you have the technical skill to make your own plugin.

If you are the simulator type, you should be ready to put time into the software setup. And you will need some form of cable management for your VR headset too. In my test, I used the Vive Cosmos Elite with the Vive Wireless Adapter. However, if you have a tethered headset, there are other cable management options. You could use pulleys or a stand to hang the cable (to prevent it from getting caught up when the chair rotates). Oculus Quest users can also use Virtual Desktop to play PC VR games wirelessly.

I’ve also been running the simulator at a recommended power of 40% and lower angle limits of 12 degrees. You can increase this in the app, which I haven’t tried yet, so I will continue testing the YAW VR motion simulator. For next time, I’m planning on getting accessories like a racing wheel accessory to test.


Disclosure: Yaw VR provided Cas & Chary VR with the motion simulator chair.

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VR Motion Platform ‘Feel Three’ Nearly Quadruples Kickstarter Goal as Campaign Comes to Close

Feel Three, a 3DOF motion simulator for VR, went live on Kickstarter late last month. And owing to its vision in providing a relatively cost-effective solution among a sea of expensive motion platforms, the company not only blasted past their £50,000 funding goal within only five hours of launch, but have finished out their campaign today with an astounding £181,440 (~$237,000 USD).

Update (September 28th, 2018): Feel Three finished out their Kickstarter today with a whopping 263% fulfillment over their original Kickstarter funding goal. Project creator Mark Towner had this to say to backers:

“It’s been a long 4 years to this point and it’s all for you guys. I promise try my damn est to not screw it up and become another failed VR project. No distractions. No first class travel…. just first class vision. Your trust is well placed. Prepare to have your world moved!”

The original article detailing the project follows below:

Original Article (August 29th, 2018): The simulator is built on a half-sphere base, which sits atop a number of motors and special omnidirectional wheels, called ‘omni wheels’, that give the user three degrees of freedom: pitch, roll and yaw. Because of its relatively inexpensive design—it doesn’t include costly linear actuators, which can set you back around £1,000 to £2,000 each—the Feel Three is touted as an affordable solution, starting at £2,000 (~$2,570) for Super Early Birds.

“You’re lifting the user up and down [with linear actuators], which is really expensive mechanically—it takes a lot of power. So by using just omni wheels and DC motors, we can move the user quite quickly. They sit at the center of gravity, they’re balanced. It’s just a simpler solution,” says project founder Mark Towner.

 

The platform also includes tactile transducers, which add vibration from the game in several places, giving you an extra hit of immersion by letting you feel engine revs, gunfire and other impacts. The system’s tactile transducers are placed by your feet, hands and back.

Because it’s a device intended for VR users, tracking is also an important aspect. According to the Kickstarter page, a tracker near the player’s head “constantly updates the orientation of the sphere and cancels the movement of the simulator from the players view.” This is where a pain point arrises however:

“We need to track the platform and uses these readings to cancel the movement in your headset. Many motion simulators have a small range of pitch and roll so the user can simply keep looking forward despite the movement and chance of discomfort. This then means their view will float around in the car as they drive, which is fine for some people, not ok for others.”

Since the platform’s range of movement is so dramatic, motion cancellation will have to be figured out before it’s a perfect fit. Some of the ways the company suggest conquering this challenge include: individual game support, native engine support through Unreal or Unity, an API wrapper (which could break after headset software updates), native support through OpenXR, or native support from headset manufacturers. The company is currently boasting over 100 compatible games, some of which are non-VR games that can be played via a virtual screen while in-headset.

Still, it’s clear this sort of motion platform will appeal to VR simulator enthusiasts looking to fly in Elite Dangerous (2014) or drive in Project Cars 2 (2017), so Feel Three also includes a removable armrest plate so you can swap out and safely bolt down controllers. The final package is said to include armrest plates with pre-drilled holes for “the most popular controllers,” although the company will also provide a chart for other controllers so you can DIY your own setup.

 

As for steering wheels and center-mounted flight yokes, those can can be attached to what the creators call “a lightweight optional shelf which is attached to both armrests and can be rotated forward to let the user enter the cockpit.”

The company is providing their own software suite to control Feel Three, allowing users to adjust the speed and intensity of each game, as well as set limits on their physical rotation.

As a lower-tier item for £400 (~$515), backers can also choose the simulator’s static cockpit piece, which includes a chair mount, armrests, pedal shelf, and four 60W tactile transducers.

Hardware Specs

  • Pitch/Roll: 90/100 degrees
  • Yaw limit: 3600 degrees +
  • Speed: 70-120 degrees/sec (roll & pitch)
  • Weight: 60 kg sphere, 25 kg base (total 85 kg or ~187 lbs)
  • Power requirement base: 220/110V 600W
  • Power requirement sphere: 220/110V 600W
  • User height: 140-200 cm (~4 foot 7 inches – 6 foot 7 inches)
  • User weight limit 3/6 wheels: 110 kg (~240 lbs) / 135 kg (~300 lbs)
  • Materials: 98% aluminium
  • PC requirements: Win 8+, two USB 2.0

Check out the Kickstarter campaign here, which includes a comprehensive FAQ.

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Positron Closes $1.4 Seed Funding to Develop Next Generation of Its VR Motion Chair

Positron, a Los Angeles-based VR technology studio, announced at Sundance that it closed a $1.4 million seed funding deal to further develop the next generation of the company’s VR motion chair, Voyager. Funding was provided by Lazar Ventures co-founders Cathleen Ihasz and Nicole Ihasz, and OWC.

Voyager was used at Sundance 2018 to debut the world premiere of Felix & Paul Studios’ space-themed VR experience made in collaboration with NASA, Space Explorers: A New DawnAn earlier prototype of the chair premiered at last year’s Sundance, and was later used in The Mummy Zero Gravity Stunt Experience with Tom Cruise.

the 2017 prototype of Voyager, image courtesy Positron

Positron says on their website that the Voyager VR chair platform has a full range of yaw motion (360 degree turning) with 35 degrees of pitch motion (reclining). The chair also contains a built-in PC with GTX 1070 GPU to drive the experience. As seen at Sundance, the viewing experience can be synchronized across a number of Voyager chairs for ‘communal’ viewing.

Jennifer Rundell, Positron COO and co-founder, says the investment will allow the company to further develop their  Voyager platform “to include state-of-the-art features such as interactivity, 6 DoF tracking, scent, wind, and AI motion tracking.”

The company says Voyager VR chairs will be coming to cinemas, VR centers, hotels, museums and airports later this year as part of the launch of the Voyager Network, an out-of-home distribution network for premium VR.

 

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Compact Motion Simulator ‘Yaw VR’ Reaches Kickstarter Funding Goal

Claiming to be “the world’s most compact and affordable VR motion simulator,” Yaw VR is a 3DoF motion system using a spherical dome design that allows for unlimited, 360-degree yaw movement and 50 degrees across the horizontal axes. The project just surpassed its $150,000 crowdfunding goal on Kickstarter.

Update (02/08/18): Yaw VR has just surpassed its ‘do-or-die’ crowdfunding goal. No stretch goals have been announced yet, but we’ll be following the campaign as it moves forward.

Original article (12/22/18): Designed and developed by Hungary-based startup Intellisense, the Yaw VR delivers 3DoF motion cues via a seat that fits neatly inside a spherical dome, whose smooth outer surface is ‘rolled’ around using small electric motors. This approach avoids the use of expensive linear actuators found in high-end motion systems, and results in a lightweight unit (33 lbs) that can fold neatly away for storage. Its $890 ‘early bird’ price and $1190 ‘standard’ price could hardly be considered impulse-buy territory for the average home VR user, but these appear to be competitive figures in an inherently expensive category of devices.

‘Affordable’ mechanical equipment tends to make compromises in certain aspects of durability and performance, but the claimed figures of the Yaw VR sound promising. Intellisense demonstrated a prototype at CES 2018 that was capable of handling a user “at least up to 150kg” (330 lbs) with performance of “120 degrees/sec with 40% of max power.” The system can support heights “up to 180-190cm,” (5’11” – 6’3”) and a larger ‘XXL’ version is planned. A more durable ‘Pro’ version is also expected to ship with the standard Yaw VR in August.

Image courtesy Intellisense

The team recently confirmed the development of steering wheel, pedal, and shifter mounts, as the system is compatible with SimTools software and therefore a huge library of existing driving, flight, and space simulators will be supported. For wired peripherals, users can set a limit on the vertical axis to avoid a tangled mess of cables.

“I don’t know yet if Yaw VR will be suitable for hard-core racing games,” wrote Zsolt Szigetlaki, founder and angel investor of Yaw VR, contributing to a recent Reddit discussion. “What I experienced is that the simulator has great dynamics, on half of the full power it could just throw me away easily. In the next couple of weeks we are working on to finalize the driving control and we will upload some car racing videos.”

There are obvious similarities to the Feel Three motion system first seen in 2014, which has yet to launch its Kickstarter campaign, but the Yaw VR has more emphasis on compact dimensions and portability. Perhaps 2018 is the year of the dome-shaped motion sim?

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Researchers Induce Artificial Movement Sensation in VR Using Four-Pole Galvanic Vestibular Stimulation

Shown as part of the Emerging Technologies installations at SIGGRAPH 2017 this week, the GVS RIDE experience demonstrates the effects of four-pole galvanic vestibular stimulation combined with a VR headset. The technology is pitched as a potential alternative to a motion platform, with its ability to “induce tri-directional acceleration” and “enhance virtual acceleration”.

GVS RIDE is the result of years of studies into galvanic vestibular stimulation (GVS) from researchers at Osaka University in Japan. The demonstration, as described on the Emerging Technologies page of the SIGGRAPH 2017 website, is presented in two parts: firstly, the user has a typical VR experience by watching a conventional VR video without GVS, followed by watching it again with the GVS circuit enabled, which is said to induce a “higher sensation of presence”.

GVS technology has cropped up regularly in VR discussions over the years, and is generally approached with a healthy dose of trepidation and skepticism. Passing electric current through the head is, in itself, a rather alarming concept, which is then compounded by its ability to manipulate our precious bodily sensors. When controlled precisely however, it has the potential to enhance motion sensations, and assist in resolving certain nausea-inducing VR effects. The basic concept is surprisingly simple – electrodes placed behind the ear (on the ‘mastoids’) pass current through the vestibular system (parts of the inner ear), affecting balance. By controlling the current paths, it is possible to induce different balance and acceleration sensations.

Image courtesy Dr. Aoyama et al, Nature

A two-pole GVS setup, with an electrode behind each ear, is able to induce lateral movement or ‘roll’, and a three-pole GVS, which fits an additional electrode to the forehead, can induce anteroposterior movement or ‘pitch’. The four-pole GVS system developed by the Osaka University team lead by Dr. Kazuma Aoyama, places two electrodes on the mastoids, and another two on the temples. This is able to induce directional virtual head motion around three perpendicular axes. In other words, they’ve managed to evoke roll, pitch, and yaw sensations.

Dr. Aoyama’s work detailing four-pole GVS was detailed in a report published in the peer-reviewed journal Nature in 2014. I asked him what had changed since that initial publication, and he explained that they now have six-pole GVS, which can induce four directions: “lateral, front-back, yaw-rotation, and up-down”. This advanced system uses six electrodes (two extra on the neck, “5 or 6cm below the mastoids”), used to enhance the vertical acceleration sensation, but for GVS RIDE as shown at SIGGRAPH 2017 they are just using the four-pole system to manipulate three directions.

Dr. Aoyama avoids describing the ‘lateral’ and ‘front-back’ directions as ‘roll’ and ‘pitch’, as it is difficult for a human to differentiate between an actual roll rotational head motion and a linear lateral movement through vestibular stimulation alone. However, this is apparently advantageous, as the interpretation of both movements can be “easily controlled by visual flow”. As such, Dr. Aoyama believes that GVS can suitably align with both rotational and positional tracking in VR.

It’s unclear when or how GVS might be incorporated into a consumer device (although there have been promising GVS experiments with headphones), but the Osaka team believes their lightweight solution can be “easily adapted to conventional VR systems.” The biggest concern is surely the consumer acceptance of such ‘intrusive’ technology and the variability in its effectiveness across a wide range of people. (For example, there are many reports of GVS tests causing discomfort as a result of variable skin sensitivity.)

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Holovis Uses Giant Robot Arms for Intense VR Motion Simulated Experiences

First demonstrated to theme park executives at the Asian Attractions Expo in Singapore last month, Holovis’ R3ex (Rideable Realtime Robot Experiences) project combines virtual reality with four/six-axis robot arm amusement rides. The technology claims to offer the rider genuine interactivity and ‘complete agency’ over the experience, including real-time control of the motion profile.

Theme parks have been eager to add virtual reality rides to their list of attractions, but the majority of experiences are repurposed existing roller coasters, essentially offering the same ride but with a virtual environment to look at. Some have begun to offer a degree of interactivity based on where you look, but there’s only so much you can achieve with a fixed track. Being able to influence the ride in a meaningful way sounds much more compelling, and that’s what Holovis hopes to deliver with R3ex.

The debut system in the video above uses a two-seat, six-axis robot arm from KUKA, one of the leading suppliers of industrial robots. This ‘new generation’ KUKA Coaster was revealed at the end of 2015, but KUKA has been active in the entertainment sector for well over a decade; their ‘robocoaster’ arms have been in service at Legoland parks since 2003. Holovis is keen to point out that this is more than repurposing an existing ride.

“Anyone could put a VR headset on the end of a robotic arm, but it is our proprietary Interact software that makes this experience successful”, says Stuart Hetherington, CEO of Holovis. “The real-time VR world needs to synchronise perfectly with the motion and gesture interactivity, so we’ve developed specialist software to achieve this. The movements that our solution can achieve coupled with the immersive VR world take experiences of this nature to a new dimension, previously only dreamed about in science fiction.”

image courtesy Holovis

The demonstration depicts a futuristic flying taxi ride through Singapore. Holovis’ press release describes some of its interactivity achieved via hand tracking – “riders could explore things in the cab, such as change the radio station, scroll through the news and pick up elements that fall from the glove box as it opens during the first inversion”. It seems that in this case, the interactivity was largely limited to ‘secondary’ cockpit controls, with the motion following a selection of scripted sequences based on decisions made by the riders, but Holovis assures me that “it is possible to have direct control of the motion profile of the robot”. I asked how this might work with multiple people, and the team explained that this depends on how the particular story works. “People can be given complete control of the robot but you might not want someone else controlling your whole motion experience for the whole (ride), so the control can be switched as part of the storyline between riders so you all got a turn”.

The final version, available from November, will seat four riders at once to cater for high-capacity throughput, so it will be interesting to see how the controls can be shared in a creative and entertaining way. Of course, the beauty of real-time VR rendering combined with a multi-axis robot arm means that its potential applications are almost endless and can be improved over time; initially designed for the attractions industry, the same software can be used to safely simulate high-risk scenarios for training purposes. Holovis is developing such a simulation with a partner in Malaysia to be revealed later this year “as part of a much larger immersive training and simulation facility”. The first entertainment installation is also expected at the end of the year in Dubai.

image courtesy Holovis

With real agency, potential skill elements, and the need to engage four riders, you’d expect a longer seat time than a typical blink-and-you-miss-it roller coaster. Holovis says that they’re aiming at a ride/game time of between 3 and 5 minutes, “depending on the design, IP and the required capacity throughput”. They’re also developing ‘R3ex Arena’ solutions with multiple robots, and thanks to the company’s expertise in mixed reality, are promising a “unique onboard and offboard solution that allows the guests in the queue to game using BYOD/smartphones and AR technology”.

Leap Motion units attached to the headsets perform hand tracking duties, which Holovis say is ‘very stable’ despite the wild ride – “we developed a specific software interface to handle the synchronisation of the Leap data with our motion positioning and control systems to ensure perfect real-time interaction with correct positional referencing of the hands”.

Combining motion technology, interactivity and high-quality visuals means greater performance requirements than the mobile VR solutions (regularly used on VR roller coasters) can handle – in the first demonstration R3ex is rendering on a PC using Oculus Rift headsets (without the IR cameras as players are tightly strapped in, meaning that positional tracking is unnecessary) – but Holovis say they are hardware agnostic and “can work with whichever platform is right for the application”.

The graphics, story integration to the motion profile and the gesture interactivity were all created in-house for their proprietary Interact system. Holovis have developed ‘all the elements’ in R3ex, with a team of over 100 people based in the UK, US and China, working closely with KUKA to ensure that both pre-programmed motion profiles as well as real-time guest controlled motion are delivered safely.

Promising “new levels of interactivity, graphical quality and sustained physical forces on the rider”, this type of ride has the potential to be a more suitable pairing (compared to a roller coaster) for VR at theme parks and other attractions.

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‘Dynasty Warriors’ Coming to VR with Arcade Cabinet That Tickles the Senses

Koei Tecmo, the Japan-based publisher that brought you Dynasty Warriors, Dead or Alive and Ninja Gaiden series, have today unveiled a VR arcade cabinet that is more than just an enclosure for a PlayStation VR headset. Called VR Sensethe cabinet is said to embody a few technologies including a motion-simulating seat, a scent function, a wind function, a thermal function, a touch function, and a mist function.

Reported by Japanese publication Game Watch, Koei Tecmo’s VR Sense doesn’t have a specific launch date or sale price attached yet, but is however confirmed to arrive with three titles; a VR Dynasty Warriors game, a horse racing game called GI Jockey Sense, and a Resident Evil-style game called Horror Sense.

Koei Tecmo says VR Sense is scheduled be released this summer, and that they’ll initially begin selling the cabinet to amusement facilities, however they’re not only interested in games, stating the possibility of creating 360 sightseeing experiences for use in nursing homes and hospitals. It’s unclear if the sense-tickling cabinet will ever land outside of Japan where traditional arcades are apparently still alive and well.

'Dynasty Warriors' for VR Sense Horror Sense GI Jockey Sense

Only Horror Sense and GI Jockey Sense were on show at today’s press conference. Game Watch says however the sense-stimulating unit itself was “hardly in operation” for both demos and that the unit is still undergoing testing. Demos were conducted with both DualShock 4 and PlayStation Move controllers.

Not much else is known about the Dynasty Warriors game unfortunately it seems, as it’s still in pre-production. On the VR Sense website the company however promises the cabinet’s rendition of Dynasty Warriors will offer “new experiences surrounding the battlefield,” and “realistic reproduction of hot flames.”

The cabinet’s “touch function” supposedly can recreate the feeling that creepy crawlies like insects and rats have landed on your head, although the company did not concretely clarify how this is supposed to function, reports Game Watch. The VR Sense website maintains the touch function will be featured in the studio’s Horror Sense game.

While it’s likely the cabinet will require personnel to run, Koei Tecmo maintains the unit could eventually be operated completely unmanned, and that they could hypothetically integrate a luggage locker in the cabinet so the user doesn’t have to worry about would-be thieves taking advantage of them while blinded to the outside world.

The company will be showing the unit at the Japan Amusement Expo 2017 (JAEPO) at Makuhari Messe in Chiba starting February 10th.

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