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VR + Motion

Motion is what keeps VR comfortable for hours.

Motion platforms with built-in VR-sickness compensation. VR HeadWay ships included with every Professional Series and Qubic System platform - software-only, driven by platform telemetry, with free software updates.

VR HeadWay

Software compensation in three steps.

VR HeadWay is software that compensates platform motion in the VR headset tracking system. Without it, the headset cannot distinguish actual head movement from platform tilt - the VR scene shifts when the platform moves, breaking immersion and triggering motion sickness.

In-cockpit VR view comparison: VR HeadWay OFF (left) shows the cockpit drifting with platform motion; VR HeadWay ON (right) keeps the cockpit anchored to the world

Same track corner, same platform roll. Left: compensation OFF, the virtual cockpit swings with the rig. Right: VR HeadWay ON, the cockpit stays fixed and only the outside world banks - exactly how the driver expects to feel it.

Platform reproduces the motion

The rig physically moves to match the simulated forces, so the body feels what the eyes see.

Platform position is read back

Feedback loop: the platform's actual motion is registered through kinematics and encoders each frame and handed to VR HeadWay - ACE (Acceleration Control Engine) itself runs feed-forward, from telemetry to motion.

VR HeadWay subtracts platform tilt

VR HeadWay strips out platform-induced headset motion, so only real head motion reaches the VR scene.

Research evidence

Sickness reduction backed by two independent studies.

Two independent studies measure motion-platform compensation against visual-only and fewer-axis baselines. Reductions are statistically significant.

-43%
Nausea

Motion + visual versus visual-only: SSQ (Simulator Sickness Questionnaire) score 54.59 → 31.27, p=0.036, n=36. ScienceDirect 2022.

-46%
Disorientation

Same study cohort, disorientation subscale: SSQ 81.20 → 44.08, p=0.028. Statistically significant reduction.

-33%
6DOF vs 3DOF nausea

Adding three translational axes to a 3DOF baseline reduced nausea in a 2021 study (Cohen d=0.44, p=0.04, n=25; arXiv preprint).

Two VR users side by side: red figure (without motion) shows tense disoriented posture with arms wide; green figure (with motion + VR HeadWay) shows relaxed natural posture
See the difference

Same operator. Motion completes the picture.

Vestibular and visual receptors detect motion. When the two streams agree within the latency threshold, the sickness reflex does not fire.

Without motion

Tense. Conflict. Sickness ramps.

With motion + HeadWay

Relaxed. Loop closes.

Native compensation versus external sensors

Two ways to solve motion + VR. Different operational profiles.

Motion platform plus VR can be solved through software compensation using platform telemetry, or through external sensors mounted on the platform (base stations, magnetic trackers, or reference cameras). The two paths diverge on hardware, maintenance, and licensing.

VR HeadWay (native)
Software-only compensation
  • Operates through platform telemetry - no additional hardware mounted on the rig.
  • No separate licensing fee - included in the platform package.
  • Guided mapping runs from a hotkey; a new operator only re-centers the in-game view - live 6DoF tracking accounts for head height.
  • No tracking-system maintenance budget.
External-sensor approaches
Hardware-dependent tracking
  • Additional hardware mounted on the platform (base stations, magnetic reference, cameras).
  • Reference calibration is part of session setup - typically minutes each time, repeated whenever a sensor is bumped or moved.
  • Tracking depends on those sensors alone - a single point of failure.
  • Mounted sensors stay in the maintenance loop - drift checks, recalibration and occlusion fixes scale with daily operating hours and venue traffic.
Latency methodology

Latency per product line, not one combined figure.

VR sickness starts when body motion, eye motion, and the VR scene fall out of sync; under a conservative 30 ms mismatch, symptoms stay away. The platform figures below are measured per product line - Motion Systems and Qubic System serve different use cases.

< 20 ms
Headset target

Varjo XR-4 reports under 11 ms motion-to-photon

< 8 ms
Qubic System

Platform response at full payload (QS-H13 exception: < 10 ms USB-direct)

< 30 ms
Professional Series

Platform response at full payload, end-to-end

250 Hz
ACE engine

Internal cueing rate interpolating each 60 FPS telemetry frame to motion

VR HeadWay CrossPC

Multiple users on one platform, each with separate compensation.

CrossPC architecture lets multiple users share one motion platform with separate VR experiences per seat. One Control PC streams platform telemetry over Ethernet to one Rendering PC per seat, each computing its own per-seat compensation.

Per-seat compensation rationale: during platform yaw, the left seat moves forward while the right seat moves backward. The platform moves as one piece, yet each seat feels a different motion. CrossPC computes individual compensation per seat geometry. Each rendering PC drives its own headset, so mixed headset models across seats are supported.

A single-platform two-seat flight training device (FTD) removes the cost of a second motion platform and its wiring versus two independent rigs. A single integrator-led certification path covers both seats. CrossPC is a paid add-on, licensed separately from the included VR HeadWay base. Each license covers exactly two seats, and larger setups add one license per further pair.

Platform
Motion
USB
Control PC
Dispatcher
Telemetry over Ethernet
Node 1
User 1
Node 2
User 2
Node 3
User 3

Control PC controls the rig. Each Node renders independently, applies compensation from shared motion data.

Where VR + motion is deployed

Seven industries. Same hardware, different mission.

VR is not an industry on its own - it is a way to display the simulation. Pair it with the right motion profile and the platform serves a flight training device, a research lab, a stroke rehabilitation system, or a location-based VR attraction.

8+ VR projects in the showcase library.
Automotive & Driving

Automotive & Driving

Explore
Aviation & Flight Training

Aviation & Flight Training

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Defense & Military

Defense & Military

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Entertainment & VR Centers

Entertainment & VR Centers

Explore
Academic & Research

Academic & Research

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Industry & Heavy Equipment

Industry & Heavy Equipment

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Maritime & Naval

Maritime & Naval

Explore
Supported VR headsets

Nine OEM families. OpenXR forward compatibility.

VR HeadWay supports nine OEM headset families through SteamVR, native vendor SDKs, and the OpenXR standard. New OpenXR-compliant headsets work automatically without VR HeadWay updates - the Khronos OpenXR standard handles the integration layer. Other SteamVR or OpenXR-compatible devices generally work but are not certified by Motion Systems. VR HeadWay requires a 6DoF-tracking headset, which every family listed here provides.

Meta / Oculus

Meta / Oculus

Rift · Rift S · Quest (Link / Air Link) · Quest 3 · Quest Pro

HTC

HTC

Vive · Vive Pro · Vive Pro 2 · XR Elite

Valve

Valve

Index

Varjo

Varjo

VR-1 · Aero · XR-3 · XR-4

HP

HP

Reverb G2

Pico

Pico

Neo 3 · Pico 4 Ultra

Pimax

Pimax

5K · 8KX · Crystal · Crystal Light

StarVR

StarVR

StarVR One

VRgineers

VRgineers

XTAL family

Need a specific runtime not listed here? Most OpenXR and SteamVR devices integrate with no code changes - ask the technical support team.

Stationary displays · ScreenWay

No headset? The screen still tracks the motion.

Not every rig wears a VR headset. ScreenWay solves the same rig-vs-view disconnect for a desk-mounted monitor: ForceSeatPM emulates a head-tracking input and moves the in-game camera opposite to the platform's live tilt, so the screen feels like it tilts with the rig. The monitor stays put, and the on-screen view shifts with the rig, so the motion the eyes see stays aligned with the motion the body feels.

Same principle as VR HeadWay, no headset required - pick one mode per session, the two do not run concurrently.

Explore ScreenWay
ScreenWay locking the in-game camera to the live platform attitude on a stationary monitor

Describe the project being built.

Quick question or a full simulator project - the team reads everything.

What happens next?

< 1 business day

Confirmation & initial review

A dedicated account manager reads the message directly.

2-3 business days

Technical assessment

The team analyzes feasibility and prepares questions or an initial concept.

5-10 business days

Proposal delivery

Detailed technical proposal with a platform recommendation, transparent pricing, lead time, and integration timeline.

Ongoing

Team support

Ongoing support from the team behind the recommended platform - for the life of the project.