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.
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.

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.
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.
Motion + visual versus visual-only: SSQ (Simulator Sickness Questionnaire) score 54.59 → 31.27, p=0.036, n=36. ScienceDirect 2022.
Same study cohort, disorientation subscale: SSQ 81.20 → 44.08, p=0.028. Statistically significant reduction.
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).

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.
Tense. Conflict. Sickness ramps.
Relaxed. Loop closes.
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.
- 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.
- 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 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.
Varjo XR-4 reports under 11 ms motion-to-photon
Platform response at full payload (QS-H13 exception: < 10 ms USB-direct)
Platform response at full payload, end-to-end
Internal cueing rate interpolating each 60 FPS telemetry frame to motion
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.
Control PC controls the rig. Each Node renders independently, applies compensation from shared motion data.
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.

Automotive & Driving
Mixed-reality driver training with real cockpit controls blended into the virtual road - MXT Reality trains Highways England traffic officers on a QS-220. VR performance-driving rigs run on the QS-S25.

Aviation & Flight Training
Two-seat FTDs suitable for integrator-led EASA CS-FSTD Level 2 certification. Two-to-four-hour sessions with Varjo XR-4 (4K-by-4K per eye). Helicopter mission rehearsal, low-cost FNPT-style devices.

Defense & Military
Tactical VR trainers for armored vehicles, ground platforms, and helicopter crews. Electronics designed in-house, with country-of-origin documentation prepared when a tender requires it.

Entertainment & VR Centers
Full-day duty cycles, ten-to-fifteen-minute guest rotation. Magic Carpet (Gamyra) and similar location-based VR attractions, built by an integrator partner on the motion core.

Academic & Research
Korea University of Technology and Education runs Driver-in-the-Loop studies with the ForceSeat SDKs (ForceSeatMI and ForceSeatDI); NTU Singapore uses a PS-3TM-350 for 5G teleoperation research.

Industry & Heavy Equipment
Flint Systems VR Crane and VR Forklift training. Eight-hour daily duty cycles for commercial driver schools and fleet training, instructor-and-student configurations.

Maritime & Naval
Wärtsilä's Marine Small Boat Trainer mounts a physical cockpit on a compact QS-V20 with Varjo XR mixed-reality headsets and native VR HeadWay compensation. The 4DOF platform reproduces the heave, pitch, roll and yaw a small-craft crew feels through a sea state.
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
Rift · Rift S · Quest (Link / Air Link) · Quest 3 · Quest Pro
HTC
Vive · Vive Pro · Vive Pro 2 · XR Elite
Valve
Index
Varjo
VR-1 · Aero · XR-3 · XR-4
HP
Reverb G2
Pico
Neo 3 · Pico 4 Ultra
Pimax
5K · 8KX · Crystal · Crystal Light
StarVR
StarVR One
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.
VR HeadWay documentation.
Step-by-step setup and a tracking-check diagnostic in the Knowledge Hub.
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
Describe the project being built.
Quick question or a full simulator project - the team reads everything.
What happens next?
Confirmation & initial review
A dedicated account manager reads the message directly.
Technical assessment
The team analyzes feasibility and prepares questions or an initial concept.
Proposal delivery
Detailed technical proposal with a platform recommendation, transparent pricing, lead time, and integration timeline.
Team support
Ongoing support from the team behind the recommended platform - for the life of the project.































