There have been big changes to the Virtuix Omni since we last strapped ourselves into a wooden prototype back in July 2013. At the time, the Houston-based company was wrapping up a successful Kickstarter campaign and still had quite a few details to finalize on its product, a large stand-up VR treadmill that a person steps inside of and runs around in with some fashion of head-mounted display strapped to his or her face. More than a year later, the almost-finalized version of the Omni VR treadmill we got to try out was leaps and bounds improved over the prototype we last tried.
The heavy, powder-coated steel device weighs 140 pounds (about 65 kg), according to Virtuix CEO Jan Goetgeluk, and it features a flat, segmented plastic surface that the user stands on while wearing special shoes. The shoes have plastic insets on the bottom that let the shoes glide in a mostly frictionless way over the platform’s surface. The user’s weight (up to a maximum of 285 pounds, or about 130 kg) is borne by a harness that the user straps into, which in turn rests on a waist-high plastic ring surrounding the wearer. By letting the harness take up most of your weight, you’re able to move your feet back and forth across the surface in a mostly comfortable walking motion; you can also turn 360 degrees.
Unlike the prototype, which used a Microsoft Kinect to track the user’s motions, the near-final Omni keeps track of your feet with special inertial sensor “pods” that clip into the tops of the shoes; sensors in the base of the Omni’s support pillars register your footsteps from the pods’ movements and translate your pace into an analog thumbstick axis. Walk slowly in real life, and your in-game avatar walks slowly. Run, and your in-game avatar runs. The Omni connects via USB or Bluetooth to a computer (PC-only, no consoles yet) and presents itself as a standard input device.

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