Infinadeck’s Omnidirectional Treadmill For Virtual Reality

vr walker

Infinadeck’s Omnidirectional Treadmill For Virtual Reality

A new startup has unveiled what is essentially an omnidirectional treadmill for virtual reality. Called Infinadeck, it lets users walk, run or even lie down anywhere in the virtual world.

Treadmill and stationary bike workouts can be boring, which makes it difficult to stick with fitness goals. Octonic VR aims to make them more exciting and engaging by transforming them into immersive virtual workouts.


VR is all the rage right now and it’s inspired a lot of cool new PC designs. But one of the most interesting is the backpack PC, which lets you bring a fully capable PC along on your next virtual reality adventure. The German custom PC builder XMG, owned by Schenker, has made the first such backpack and it’s already available for pre-order. The Walker features an Intel Core i7-6700HQ processor, Nvidia Geforce GTX 1070 graphics and 16GB of RAM inside a sleek and lightweight backpack design. It also comes with two hot-swappable batteries that charge in about 90 minutes and give you up to 60 minutes of play time.

The best part about XMG Walker is that it’s not only a backpack, but it’s also a gaming desktop that has the power to run even the most demanding games. The company says it has a high-end Intel CPU, Nvidia GPU and plenty of RAM to handle any game you vr walker throw at it. It also has a cooling system to keep the internals from overheating.

The backpack can be configured to your liking through a online tool on the XMG website. It can be fitted with either an AMD or Intel CPU and you can choose from multiple Nvidia GPU options, depending on your gaming needs. It can also be fitted with up to a 256GB SSD and up to 32GB of RAM. It’s also equipped with a remote management solution that allows administrators to control the machine remotely.


Launched in 2016, the Vive was one of the first premium VR headsets to hit the market, and remains the best in the industry. It has a distinctive look that looks like it was pulled from the future, with infrared tracking dots and a curved frame. It’s still a great option for people who don’t want to spend a lot of money but have the space and PC for room-scale experiences.

The new Vive Pro is an impressive device that raises the bar for virtual reality. It features a high resolution display, improved comfort and weight distribution, and improved cable management. It also offers a more comfortable, adjustable head strap and built-in headphones. The Vive Pro also comes with a set of demo games that includes Selfie Tennis, Audio Arena, and Final Approach, all of which are fun, but not as good as the full VR experience.

The HTC Vive Pro is an expensive piece of hardware that requires a dedicated VR-ready computer and enough space for room-scale experiences. It costs PS689/$799 and ships with two base stations, dual VR controllers, a break-out box, three power supplies, and a bunch of adapters and cables. Its deconstructed design is more portable than Meta’s Quest Pro, but it doesn’t feel quite as sleek or compact. It also doesn’t come with a pair of smaller, Oculus-like USB-C rechargeable controllers.


KAT WALK C2 is the next generation of personal omnidirectional VR treadmills, designed to take your virtual reality gaming experience to new heights. It lets you walk, run (forwards and backwards), jump, crouch and sit in the virtual world with ease, allowing you to play VR games for longer and with less effort. This enables you to feel more immersed and realistic while playing, increasing presence and decreasing simulator sickness.

Its advanced Duplex Kinetics Walking Solution and re-optimized walking inertia allow for the most natural and authentic movement possible. It also supports a full range of vertical actions, which is essential for achieving the best performance in games that require the use of the entire physical potential of your body.

Another key feature is its integrated haptic feedback, which simulates various actions and interactions within the virtual environment through vibrations on the platform. It also has VR Motion Chair a built-in seat that can be used to instantly get a rest, which is especially helpful during long sessions of gameplay.

The device also features ultra-accurate optical tracking technology and a new algorithm to achieve highly precise and efficient micro-operations with your feet in the virtual world. This decouples the direction of your movements from the visuals, eliminating the common discrepancy between what you see and what you feel in virtual reality.

Ekto VR

VR technology is advancing rapidly, and new accessories are becoming available that will make the experience even more realistic. One such accessory is the Ekto VR boots, which allow users to walk and move around in virtual reality without leaving their playspace. The boots are equipped with roller skates that track the user’s movements and sync them to their virtual movement. They also provide tactile feedback when the player walks into an object in their virtual world.

These futuristic-looking robot shoes will revolutionize virtual reality, according to its creators. They’re designed to keep players from moving too far away from their playspace and will help them avoid getting motion sick by allowing them to navigate in place.

The company behind the VR shoes, Ekto VR, is based in Pittsburgh, Pennsylvania. Its founder is a former flight controls systems engineer who founded the company to create more immersive experiences for VR. He recently spoke with RustBuilt Pittsburgh about his startup and the future of VR.

The Ekto vr walker boots work with HTC’s Vive trackers to connect to a VR headset and mimic the wearer’s motion. They’re also designed to prevent motion sickness by first making the wearer take a few steps forward, which triggers the vestibular signals in their inner ear and tells them that they’re accelerating. After that, the boots automatically slide the wearer back to the center of the room so they appear to be walking in place — and, based on the VR scene they’re experiencing, they’re still making progress.

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