The Impact of Motorized VR Gamer Chair on Visual Perception
If standing for extended periods while engaging in a virtual reality game becomes fatiguing, the option of using a chair may become appealing. A couch, on the other hand, may be too stationary for this purpose. For those who have experienced playing VR from a swivel chair, the physical effort required to rotate using only one’s feet is well-known. The gaming chair, however, eliminates this effort through a fully motorized base, all without adding unnecessary bulk. Nevertheless, the mere sight of it may induce dizziness.
The Roto VR Explorer serves as a comprehensive station for your headset, particularly designed for the Quest. To enable automatic spinning of the chair, a device resembling a hockey puck needs to be utilized on the Quest strap to track head movements. Moreover, the chair includes haptic feedback motors in the seat and backrest to provide tactile feedback during gameplay. For prolonged sessions, it is possible to route the Quest power cable through the chair.
The Roto VR Explorer introduces additional options to the array of costly and specialized motion peripherals available in the market, including devices with low-friction surfaces for walking. Some researchers have even explored the use of treadmills and omnidirectional platforms to simulate movement without physical displacement.
Unique Features in the Market
The Roto VR Explorer presents a notably sedentary setup tailored for the Quest system. Featuring a circular base and two pegs for securing one’s feet, the motorized chair can rotate at a rate of up to 21 revolutions per second, reminiscent of a somewhat intense carnival ride. To facilitate body rotation, a “Roto head tracker” must be affixed to the Quest strap. The chair is compatible with all “seated” virtual reality experiences.
While not the most ergonomic setup currently available, the company is in the process of developing a “Pro” version with adjustable armrests and a head cushion intended to enhance spinal comfort. Its effectiveness in comparison to other haptic cushions from companies like Razer remains to be seen.
Due to its substantial size, this chair is not suitable for placement near a desk as one would with a typical gaming chair. The promotional material for the chair depicts a scenario where a group of friends surrounds the user seated in the center of the room, resembling a solitary figure in the midst of the metaverse. Those familiar with VR gameplay are aware of its potential for rapidly becoming monotonous and isolating. Ultimately, the chair caters to solo players who prefer a seated gaming experience in the realm of virtual reality.
Roto VR asserts that the chair is compatible with over 400 games available in the Meta Quest store, but has not provided clarification regarding its compatibility with other headsets, such as Apple’s Vision Pro.
The chair is currently available for pre-order at a price of $800, in addition to the cost of $500 for the Meta Quest 3. Shipping is expected to commence in October. Roto VR intends to showcase the product at Gamescom, commencing on August 21st in Cologne, Germany, allowing attendees the opportunity to experience the chair firsthand.
