Showing these shoes in LTT could be a game changer for business and getting more founding, but they probably have videos planned for dozens of weeks in advance and thousands offers of equipment for tests.
@@Thomas_Voland I could see them doing a little highlight video. They seem to spam videos of all kinds of vendors during CES, and these shoes are interesting enough to get their attention I think. Plus they are pretty big fans of VR over there.
Finally somebody invented something small which can become a cheaper commercial version in the future instead of those big full-body-motion tracking stations that cost literally a fortune
They are already trying their best to make it affordable, and 1000 bucks for any VR accessory like this is pretty cheap, but I guess nothing is impossible
@@johngamerwil8044 Considering that the headset costs $500, I still think it's worth lowering the price. In that case, big games will appear and the interest in VR will grow, as will their profits.
@@johngamerwil8044 But in any case, at the start such startups are always expensive in order to recoup the cost of development. And then the price goes down for ordinary users.
We're a small startup, doing our best to make it as cheap as possible while staying in business. Giants like Meta or Pico have a lot more resources than we, and other small to medium VR companies, do.
@@johngamerwil8044 I wouldn't call it cheap, I feel like a product like this at $1000 falls into the prosumer category. However, it is at least manageable. I'll certainly be buying one.
The recommended max weight is 220 pounds, but we've tested them up to 265, and have had several people around that weight try the shoes, and they've worked fine.
As you said, we're aiming for $1k for the consumer version. This includes a frame, and most likely a floor mat too. So around the same price as a KAT VR treadmill, cheaper than the Virtuix Omni One, and the business version is still cheaper than other enterprise solutions, such as the Infinadeck.
I understand that this video is only meant to announce the event in Vegas and the technical improvements, but I wanted to know if there have been technical improvements of the standalone Meta Quest version, or maybe it's just at a project level with no real real realization yet
Have you put any thought into simulating jumping without controller input, maybe by incorporating some sort of pressure sensor at the toes of each shoe that only activates when pressure is applied with both feet 🤔
@@Deus.Deorum We are developing various gesture controls to work in combination with real walking. Lifting either heel will trigger backwards movement, which is aimed at beginners, so lifting both heels at the same time could trigger a jump. We have various sensors including pressure, and there will eventually be other gestures too, as well as haptics.
We have alternative bindings for wearing normal shoes, but it's not more comfortable. You're wearing a shoe on top of a shoe, so it feels more bulky overall. We have used the shoes, with just socks, for 2-3 hours at a time and they are comfortable.
It currently works with any Steam VR game that already supports joystick locomotion. Meta PC, Meta standalone, and other platforms are all things we want to add support for in the future.
@@Cepac135 These actions will be implemented by an intuitively combining natural walking movements and foot gestures. For example, you can take a few side steps and the shoes will automatically correct your position, but if you want to strafe continuously, the intention is that you will make a sideways gesture with your feet. This will be similar for jumping etc, gestures can be used to trigger a jump like lifting both heels. We're trying to develop intuitive enhancements to natural movement. In real life how often do you walk sideways continuously (like a crab) or jump many times, not often, but we do this in games and we will enable it in a way that's intuitive and doesn't break immersion. And after you're confident walking, you can run in the VR shoes, like a nice jog speed, which can be faster in game (as you prefer) and walking backwards is doable but a gesture is easier for beginners.
The shoes support a speed up to a light jog and don't currently support jumping. We have tested jumping on them and being rough and the shoes have handled it, but we don't recommend jumping on them.
@@AquaAstronaut23 we could do a custom gold plated version for you, if you got the funds 😁 Apparently Cyber Truck isn't as robust as it looks, but I assure you the shoes are fit for purpose.
What games this is most suited for? I see it will be problematic running and/or strafing sideways with this device. So probably not for shooters. Also jump/crouch mechanic would be difficult.
@@games4us132 All of these actions you mentioned will be implemented by an intuitively combining natural walking movements and foot gestures. For example, you can take a few side steps and the shoes will automatically correct your position, but if you want to strafe continuously, the intention is that you will make a sideways gesture with your feet. This will be similar for jumping etc, gestures can be used to trigger a jump like lifting both heels. We're trying to develop intuitive enhancements to natural movement. In real life how often do you walk sideways continuously (like a crab) or jump many times, not often, but we do this in games and we will enable it in a way that's intuitive and doesn't break immersion. And after you're confident walking, you can run in the VR shoes, like a nice jog speed, which can be faster in game (as you prefer) and walking backwards is doable but a gesture is easier for beginners.
Are you going to continue reducing the overall weight of them or make them more balanced? They look really fun so far but for someone like me with ankle mobility issues I wonder how feasible it would be.@@FreeaimVR
Sure, we have shown the real sound many times before but of the previous version. The new design is much quieter and we've not shown any gameplay videos yet with all sound, but we will soon.
Oh God, I hate to be that guy, but you've got to be kidding me. Try playing Batman or any game where you might find yourself dodging suddenly. You're just going to end up flat on your face, or your ass. There might be a game where slowly moving through the landscape is ok, but for the most part nobody is going to be using this. There's no audio but I bet there's a clop clop clopping sound as the user moves. As an engineer myself I have to wonder what they were thinking. They must have known what the pitfalls were and that they could not over come them, and yet here we are. Of course these could sell gangbusters, I mean they have AI now, right, and I'll look like total fool, but I really don't think so.
From what I’ve seen of people playing Batman Arkham Shadow combat on youtube it’s a lot of standing in place throwing your fists about, you’d be perfectly fine. For the most part nobody is going to use this? I’m sure the guys creating these shoes have been playing many games so can’t agree there, sure you could make the argument for more intense games a harness is needed but I’m sure these guys are thinking these issues through.
Before you judge, you can look at our gameplay playlist where we show using the shoes in faster pace games. This video shows people who have only used the shoes for up to 30 minutes. With more experience, you can play shooters confidently, and games with melee combat too. Once we add backwards walking, it will be even better for melee focused games.
@@billykelson6286 I was playing batman last night. There's a lot of side stepping and twisting about during the fight scenes. The people who are being videoed here are taking it extremely carefully. They're not going to show you the people who fell over. Then there's the other issue of motion sickness. Its not actually specified that it prevents motion sickness as you're not really accelerating as you would normally. If it doesn't solve motion sickness you won't be able to use it with people sensitive to motion sickness.
@@RobertA-hq3vz From the videos I've seen there is literally no side stepping, granted the boss fights are probably more strenuous. That said thrill of the fight 2 just came out which is much more realistic you are actually moving about and weaving yet people are playing that.
Really looking forward to the final product
looks better and better with every video you post
It looks like an early version of the Star Trek holodeck is becoming a reality.
Filled out the test form! I live in a small 500 sq ft apartment, so this would be an amazing alternative to those more bulky vr treadmills.
world is gonna have jacked calfs if this takes off
You need to get LTT to try it out. I know at least Linus will like the socks with sandal style.
Showing these shoes in LTT could be a game changer for business and getting more founding, but they probably have videos planned for dozens of weeks in advance and thousands offers of equipment for tests.
@@Thomas_Voland I could see them doing a little highlight video. They seem to spam videos of all kinds of vendors during CES, and these shoes are interesting enough to get their attention I think. Plus they are pretty big fans of VR over there.
@ after seeing the video there about Omni One treadmill, I am not sure if any of them use VR for something more that play Beat Saber time to time.
If LTT wants to try out the shoes we'd be more than happy to work out how to make that happen.
Finally somebody invented something small which can become a cheaper commercial version in the future instead of those big full-body-motion tracking stations that cost literally a fortune
Will the price of these drop in the future? These shoes will lift the VR industry off its knees, but only if they are affordable
They are already trying their best to make it affordable, and 1000 bucks for any VR accessory like this is pretty cheap, but I guess nothing is impossible
@@johngamerwil8044 Considering that the headset costs $500, I still think it's worth lowering the price. In that case, big games will appear and the interest in VR will grow, as will their profits.
@@johngamerwil8044 But in any case, at the start such startups are always expensive in order to recoup the cost of development. And then the price goes down for ordinary users.
We're a small startup, doing our best to make it as cheap as possible while staying in business. Giants like Meta or Pico have a lot more resources than we, and other small to medium VR companies, do.
@@johngamerwil8044 I wouldn't call it cheap, I feel like a product like this at $1000 falls into the prosumer category. However, it is at least manageable. I'll certainly be buying one.
Really excited for the consumer version!
How is the noise level on these things nowadays?
I like the design!
Amazing, but I only have a meta quest. So i'l be checking these out when support has been added
We're working on it, but for universal support Meta needs to update their API.
Od love to know what the cost of the consumer version will look like. If its within the range of similar products this will do very well
We're currently targeting around $1k (shoes, frame, probably a mat) for the consumer version, but trying our best to make it even less.
@FreeaimVR I think at 1k it's a fair price to pay. Thanks for responding, can't wait for the consumer version to reley
Can't wait for the consumer version!!! 😃
Will the consumer version support the same amount of weight? Just wondering if it will be viable to wear a weighted vest while using it?
The recommended max weight is 220 pounds, but we've tested them up to 265, and have had several people around that weight try the shoes, and they've worked fine.
@@FreeaimVR Thank you! I weigh just under 200 lbs and have a 30 lb weighted vest. Sounds like it should work 🙂
Are the shoes ever going to get cheaper in the future? These look super cool but like $3000+ USD is a lot especially when the Kat Walk C2 is ~$1000
The consumer version is estimated to be at around $1k, the pro version is for businesses
@@johngamerwil8044 Ah that makes more sense, thanks for the info!
As you said, we're aiming for $1k for the consumer version. This includes a frame, and most likely a floor mat too. So around the same price as a KAT VR treadmill, cheaper than the Virtuix Omni One, and the business version is still cheaper than other enterprise solutions, such as the Infinadeck.
@@FreeaimVR Go it that makes more sense, thanks for the info!
What are the current weight restrictions? What do you think they will ultimately be on future versions?
Can a workout mode be added?
Can you describe what a workout mode would do?
@ Somewhat resistive mode to walk or it requires the user to input more work?
@@TroyRubertso you mean a mode that makes you walk less in VR than you are doing irl?
@ I dont think what Im talking is possible.
Yeah the shoes can't really add resistance unless you are strapped into a harness. To add resistance the shoes would have to push against something.
I understand that this video is only meant to announce the event in Vegas and the technical improvements, but I wanted to know if there have been technical improvements of the standalone Meta Quest version, or maybe it's just at a project level with no real real realization yet
We're working on it in the background, but for total universal support Meta needs to update their API.
Looks amazing! will these work for the gta v or cyberpunk mod in vr?
If you can run it through Steam VR and it supports joystick locomotion, the shoes should work fine.
What about running?
Have you put any thought into simulating jumping without controller input, maybe by incorporating some sort of pressure sensor at the toes of each shoe that only activates when pressure is applied with both feet 🤔
@@Deus.Deorum We are developing various gesture controls to work in combination with real walking. Lifting either heel will trigger backwards movement, which is aimed at beginners, so lifting both heels at the same time could trigger a jump. We have various sensors including pressure, and there will eventually be other gestures too, as well as haptics.
@@FreeaimVR Awesome! cant wait to get my hands on a pair 💖💖
Is it possible to use them with normal shoes, for maximum comfort during long gaming sessions?
We have alternative bindings for wearing normal shoes, but it's not more comfortable. You're wearing a shoe on top of a shoe, so it feels more bulky overall. We have used the shoes, with just socks, for 2-3 hours at a time and they are comfortable.
How long would the battery last if they're constantly working?
About 2hrs
@FreeaimVR can the battery be detached and swapped out so I could play for longer?
pls let this have swapable batteries...@@loganjayy4701
Yes they currently have swapable batteries.
will this work with all meta quest pc app and steam vr games ?
It currently works with any Steam VR game that already supports joystick locomotion. Meta PC, Meta standalone, and other platforms are all things we want to add support for in the future.
can I run?
walk sideways or at a side step
jump?
@@Cepac135 These actions will be implemented by an intuitively combining natural walking movements and foot gestures. For example, you can take a few side steps and the shoes will automatically correct your position, but if you want to strafe continuously, the intention is that you will make a sideways gesture with your feet. This will be similar for jumping etc, gestures can be used to trigger a jump like lifting both heels. We're trying to develop intuitive enhancements to natural movement. In real life how often do you walk sideways continuously (like a crab) or jump many times, not often, but we do this in games and we will enable it in a way that's intuitive and doesn't break immersion.
And after you're confident walking, you can run in the VR shoes, like a nice jog speed, which can be faster in game (as you prefer) and walking backwards is doable but a gesture is easier for beginners.
Is there a way to get the consumer beta version early?
Possibly but we're not at that stage with the consumer version yet.
@@FreeaimVR Cool. I'd love to pay early to try them and give feedback
How robust are these? Could you run or jump or would it damage the shoe/motors?
The shoes support a speed up to a light jog and don't currently support jumping. We have tested jumping on them and being rough and the shoes have handled it, but we don't recommend jumping on them.
@ maybe down the line we see something that can truly take a beating, the cyber truck of vr shoes.
@@AquaAstronaut23 we could do a custom gold plated version for you, if you got the funds 😁
Apparently Cyber Truck isn't as robust as it looks, but I assure you the shoes are fit for purpose.
What games this is most suited for? I see it will be problematic running and/or strafing sideways with this device. So probably not for shooters. Also jump/crouch mechanic would be difficult.
@@games4us132 All of these actions you mentioned will be implemented by an intuitively combining natural walking movements and foot gestures. For example, you can take a few side steps and the shoes will automatically correct your position, but if you want to strafe continuously, the intention is that you will make a sideways gesture with your feet. This will be similar for jumping etc, gestures can be used to trigger a jump like lifting both heels. We're trying to develop intuitive enhancements to natural movement. In real life how often do you walk sideways continuously (like a crab) or jump many times, not often, but we do this in games and we will enable it in a way that's intuitive and doesn't break immersion.
And after you're confident walking, you can run in the VR shoes, like a nice jog speed, which can be faster in game (as you prefer) and walking backwards is doable but a gesture is easier for beginners.
Also, check out the gameplay playlist on this channel. We show plenty of shooters, some games with melee combat, and crouching.
What is the weight of each shoe?
Like wearing boots, 1.6kg each. We regularly use them for a few hours at a time and it doesn't bother us.
Are you going to continue reducing the overall weight of them or make them more balanced? They look really fun so far but for someone like me with ankle mobility issues I wonder how feasible it would be.@@FreeaimVR
Yes, our long-term goal is to reduce the size and weight of the shoes into something like a Nike trainer form-factor.
@@FreeaimVR Very cool, thanks for the response
Would you kindly... finally make a video of the real noise that this shoes make??. ahhh
Sure, we have shown the real sound many times before but of the previous version. The new design is much quieter and we've not shown any gameplay videos yet with all sound, but we will soon.
@@FreeaimVR thx
Oh God, I hate to be that guy, but you've got to be kidding me. Try playing Batman or any game where you might find yourself dodging suddenly. You're just going to end up flat on your face, or your ass. There might be a game where slowly moving through the landscape is ok, but for the most part nobody is going to be using this. There's no audio but I bet there's a clop clop clopping sound as the user moves. As an engineer myself I have to wonder what they were thinking. They must have known what the pitfalls were and that they could not over come them, and yet here we are. Of course these could sell gangbusters, I mean they have AI now, right, and I'll look like total fool, but I really don't think so.
From what I’ve seen of people playing Batman Arkham Shadow combat on youtube it’s a lot of standing in place throwing your fists about, you’d be perfectly fine. For the most part nobody is going to use this? I’m sure the guys creating these shoes have been playing many games so can’t agree there, sure you could make the argument for more intense games a harness is needed but I’m sure these guys are thinking these issues through.
Before you judge, you can look at our gameplay playlist where we show using the shoes in faster pace games. This video shows people who have only used the shoes for up to 30 minutes. With more experience, you can play shooters confidently, and games with melee combat too. Once we add backwards walking, it will be even better for melee focused games.
@@billykelson6286 I was playing batman last night. There's a lot of side stepping and twisting about during the fight scenes. The people who are being videoed here are taking it extremely carefully. They're not going to show you the people who fell over. Then there's the other issue of motion sickness. Its not actually specified that it prevents motion sickness as you're not really accelerating as you would normally. If it doesn't solve motion sickness you won't be able to use it with people sensitive to motion sickness.
You can get used to motion sickness... takes 2-3 weeks. thats all@@RobertA-hq3vz
@@RobertA-hq3vz From the videos I've seen there is literally no side stepping, granted the boss fights are probably more strenuous. That said thrill of the fight 2 just came out which is much more realistic you are actually moving about and weaving yet people are playing that.