Check out these videos! @ThrillSeekerVR - th-cam.com/video/OpVI6JeH2uA/w-d-xo.htmlsi=kh9AdbxlN07_elOB @mixedrealityTV - th-cam.com/video/jUK7Tn4JZSo/w-d-xo.htmlsi=6DSfTpWOKXiAaHDL @alphabrovr - th-cam.com/users/shortsfjQNMGi_uvA?si=oo_Qsr0pFeQ2NtnT Peter from Haptic Solutions hosted the event - hapticsol.com/ Curious to learn more? We can't include everything in one video, so check out our website or leave your question below! - www.freeaim.com/
Been watching development for a while now and I'm really happy to see these close in on release. I think the shoes have major potential as an essential upgrade for VR immersion (especially for those of us with limited play space!).
You must act now-before a Chinese company beats you to market at a fraction of your cost. And trust me, they will. I’ve been following your progress closely, and the window of opportunity is closing fast. It’s time to finalize your work, secure a strong partnership, and launch before it’s too late.
One thing I noticed when I had a Katwalk C was the lack of exploration games that were fun to play with it. Skyrim was one of my favorites, but I believe we'll need quality content specifically aimed at these new locomotion methods.
We've been happy with existing games (see our gameplay playlist). Exploration games are the best, but I've used them in plenty of shooters too and it's fun. Melee combat games should be better once we have backwards walking implemented.
@@FreeaimVR yeah for me to be able to play "normal" games I'd need forward, backwards and strafing. For running around in skyrim for instance, forward locomotion is good enough :)
Can't wait to get the space back from my slidemill! Given different gait patterns and postural dysfunctions people have (i.e. feet eversion/inversion) I'm curious if those had to be factored into the software/hardware design.
We have lots of different settings, and the pro version can have an offset for walking with your toes pointed out. We're doing our best to make them configurable.
@@chiboletesophos9392 Yeah, that's exactly how they work, there is haptic feedback, as well as other alerts when the battery is low, and they wouldn't just suddenly stop mid walk, if the battery is critically low, it will still wait until your standing still before disabling itself.
VRChat is on our list ot make a video of. It works with any SteamVR game that supports smooth locomtion, so VRChat is supported on SteamVR. For Quest standalone, we should also be able to get it to work.
@@stevetb7777 it's a bit like that in the way it looks, but the shoes are motorised and after a short time you get used to it and if you listen to what reviewers are saying, they like it.
Actually, these should come with a standalone mode for people who live in limited spaces so they have like, very compact walking pads/foldable treadmills but in the form of shoes.
Could you explain more what you mean? We show the frame in this video and plan on shipping one with every pair of VR shoes, and it's our solution for those who have limited space like you're talking about. It's about 1.5m by 1.5m (5ft by 5ft). It's around the arm span of a lot of people. Any smaller than that and lots of people are going to hit their arms on stuff.
@FreeaimVR for example, a mode where one can use it like one of those foldable walking pads that function like a slow treadmill even without a VR system connected.
Okay, by standalone you mean using them without VR. Got it. You can already do that. In fact, that's what we do at the start of every demo. We start the user outside of VR for a few minutes, then when they are more comfortable they go into VR.
I note that in both locations used for footage, some sort of flooring cover is used. Is this suggested versus just using them directly on the floor to reduce the risk of marring? Also, speaking of long-term wear - what is the maximum expected lifespan of the treads? Will these (and the batteries) be user-replaceable (some difficulty expected, of course) or will the shoes need to be sent in for service?
Hello, I have been follow this project long time ago since one youtuber in spain mentioned, just wanted to ask comparing to business pro version current available, which will be the difference which make dofferences in prices for the future customee version please
We're targetting around $1k for the consumer version. We'll finalize that later this year. Nobody has fallen over with the shoes, in large part because of the frame you see everyone using in this video. Everyone should start out with the frame. You can read more about safety and the price here: freeaim.com/faqs#how-do-they-work-are-they-safe
All SteamVR games that support smooth locomtion should work. We're working on Quest support, but Meta doesn't have a nice way of implementing it so it involves reaching out to individual game developers.
Still looks a bit wonky/not perfect replication of natural walking, but this also looks like the by far best alternative out there (Other than going outside on a big field and physically walk around, but that has other problems).
@@beaconofwierd1883 Please understand that this is not the final, finished version. Also what you're seeing is people who are just starting to use VR shoes for the first time. We're working to get review systems out so these influencers can give their impressions after spending more time with it. We have to continually test with lots of people even from the early prototypes, it's called user centric design and it's essential to get continuous feedback on user experience throughout development and we're being open through this process, which is rare. We think it's already very good, certainly good enough to sell some businesses and research labs, where their primary goal is to evaluate new tech. It will get even better, and we're working on machine learning (AI) and other improvements that should be part of the demo by AWE in June. The VR shoes are a tech platform, even once we deliver hardware, we will continue to roll out software improvements. much like self driving tech, the more users we have, the more feedback and data we will have to train and improve the models and other algorithms. The consumer version, by the time it's in the hands of people, will have a lot of these improvements on day 1.
@ I really hope you can release them on the consumer market soon :) Also, do they currently emulate ”stopping”/inertial forces? As in, when you walk forward and then stop, do they push you back to emulate the ”stopping force” when you normally stop? I can’t tell from your videos, sometimes it looks like it does, other times it looks like it just slowly winds down the motors? Also, you probably already have this figured out, but in case it helps, are you using a ”minimum jerk” method to estimate where the feet will go? I did a project at university where we predicted the final position of someones hand when reaching objects to each other (with motion capture data) based on the initial half a second or so of the hand movement only using ”minimal jerk” (which becomes a cubic equation, so really easy and fast to estimate). Feels like it should be applicable here too, but adjusted to account for how high you lift your feet when you walk. I understand you don’t want to disclose how it works behind the scenes, but if you haven’t tried that method it could be worth a try since it’s easy to implement and in my experience yields good result :)
Currently we have our business version for around $4k. For consumers we're targetting a price of around $1k. Currently it only works with SteamVR, but we're working on supporting other platforms like PSVR.
@@TheInsaneupsdriver If you're super fit and want to run flat out for agers, then slidemills would probably be best, but there are many other advantages to the VR shoes. However most ordinary people would get exhausted quickly in slidemills, especially if you expect to game for hours. With the VR shoes, you can walk quickly/slow jog, but you can't run really fast, that's true, but that's unlikely to be an issue for most people because you can scale the speed in VR to go faster, almost like being superhuman. If physical exertion is too much, it's going to limit gameplay, which is a widely reported issue with slidemills. Giving the shoes the ability to run fast would result in them being more complex and expensive since suspension of some kind would be needed due to higher forces (that's just an example, there are other reasons too, like robustness and safety). There's a lot of trade-offs in delivering a great experience for as many as possible and bringing that in at an affordable price, not enabling full on running is just part of that decision.
@@FreeaimVR YA,.... I'm not ordinary..... that's for sure. Specally after 30 years heavy labor and riding a bicycle 12 to 52 miles every weekday for 7 years straight. I want something i can run and jump and even flip if possible, we aren't even remotely close to that yet short of some huge room sized one. not to mention the headsets themselves not able to track that kind of movement yet.
Not ready for *you* These vr shoes would be perfect for stealthy games like Metal Gear, Espire 1, The Walking Dead Saints & Sinners, and even if you just want to walk around and admire scenery.
@@shojo8708 It would be good to put on my 80 year old dad and put him in Google maps VR in his home town in Malta. He'd never go for it though, he hates computers.
Check out these videos!
@ThrillSeekerVR - th-cam.com/video/OpVI6JeH2uA/w-d-xo.htmlsi=kh9AdbxlN07_elOB
@mixedrealityTV - th-cam.com/video/jUK7Tn4JZSo/w-d-xo.htmlsi=6DSfTpWOKXiAaHDL
@alphabrovr - th-cam.com/users/shortsfjQNMGi_uvA?si=oo_Qsr0pFeQ2NtnT
Peter from Haptic Solutions hosted the event - hapticsol.com/
Curious to learn more? We can't include everything in one video, so check out our website or leave your question below! - www.freeaim.com/
Can't wait for the consumer version to come out! These are exciting times for VR!
If it not sell for VR, that will be great for rehabilitation, and for folk that can not get out to much to walk.
I was coming to the same conclusion. They really are treadmills for your feet.
All these years of prototyping have been a joy to wait through. These shoes keep getting more and more impressive.
So cool 😀 Thank you again for exhibiting at the event and the shout-out!!!
Such a cool idea. Can't wait for a consumer model
No more smashed faces against the wall!! Can't wait to have my pair of FreeAim VR shoes!
Looks very promising, looking forward to it!
I've been following this for years. I can't wait for release.
Fantastic video! Appreciate the shoutout 🔥
These are exciting times we live in. This is such a cool idea.
This is looking better and better everyday. i love the concept so much more than a bulky treadmill!
It's nice to see Phia! I miss her virtual reality show videos.
Been watching development for a while now and I'm really happy to see these close in on release. I think the shoes have major potential as an essential upgrade for VR immersion (especially for those of us with limited play space!).
I'm glad to see you guys seem to have really Intrigued thrill seeker nice
Nice job, glad to hear it went well
Exciting stuff!
You must act now-before a Chinese company beats you to market at a fraction of your cost. And trust me, they will. I’ve been following your progress closely, and the window of opportunity is closing fast. It’s time to finalize your work, secure a strong partnership, and launch before it’s too late.
I was so surprised when i saw these on thrillseekers channel: made me feel like these are gonna be on the market and in my hands in no time.
One thing I noticed when I had a Katwalk C was the lack of exploration games that were fun to play with it.
Skyrim was one of my favorites, but I believe we'll need quality content specifically aimed at these new locomotion methods.
We've been happy with existing games (see our gameplay playlist). Exploration games are the best, but I've used them in plenty of shooters too and it's fun. Melee combat games should be better once we have backwards walking implemented.
@@FreeaimVR yeah for me to be able to play "normal" games I'd need forward, backwards and strafing. For running around in skyrim for instance, forward locomotion is good enough :)
So freaking cool
Playing video games while maintaining good health, isn't that the best of both worlds!
Take my money!!!
Thank you!
I need me one of those
This is awesome
Dude I want to try these SO BAD lol
Can't wait to get the space back from my slidemill!
Given different gait patterns and postural dysfunctions people have (i.e. feet eversion/inversion) I'm curious if those had to be factored into the software/hardware design.
We have lots of different settings, and the pro version can have an offset for walking with your toes pointed out. We're doing our best to make them configurable.
Is there a beep or a haptic feed back or something like that when the battery is going to run out? Or they just shutdown without any warning?
@@chiboletesophos9392 Yeah, that's exactly how they work, there is haptic feedback, as well as other alerts when the battery is low, and they wouldn't just suddenly stop mid walk, if the battery is critically low, it will still wait until your standing still before disabling itself.
Will they be compatible with VRChat? That’s what I mainly play, and if they do it would be an instant buy for me!
VRChat is on our list ot make a video of. It works with any SteamVR game that supports smooth locomtion, so VRChat is supported on SteamVR. For Quest standalone, we should also be able to get it to work.
Looks like people on roller skates for the first time. 😂
@@stevetb7777 it's a bit like that in the way it looks, but the shoes are motorised and after a short time you get used to it and if you listen to what reviewers are saying, they like it.
Actually, these should come with a standalone mode for people who live in limited spaces so they have like, very compact walking pads/foldable treadmills but in the form of shoes.
Could you explain more what you mean? We show the frame in this video and plan on shipping one with every pair of VR shoes, and it's our solution for those who have limited space like you're talking about. It's about 1.5m by 1.5m (5ft by 5ft). It's around the arm span of a lot of people. Any smaller than that and lots of people are going to hit their arms on stuff.
@FreeaimVR for example, a mode where one can use it like one of those foldable walking pads that function like a slow treadmill even without a VR system connected.
Okay, by standalone you mean using them without VR. Got it. You can already do that. In fact, that's what we do at the start of every demo. We start the user outside of VR for a few minutes, then when they are more comfortable they go into VR.
@@FreeaimVR oh! I had assumed is was some type of calibration to calculate the gait of the user. It would be great if it was a dedicated mode.
I note that in both locations used for footage, some sort of flooring cover is used. Is this suggested versus just using them directly on the floor to reduce the risk of marring?
Also, speaking of long-term wear - what is the maximum expected lifespan of the treads? Will these (and the batteries) be user-replaceable (some difficulty expected, of course) or will the shoes need to be sent in for service?
I need a set
I want these shoes, seems far better than having threadmill which you cant move. Please keep worldwide shipping.
Commenting for the algorithm.
"Hello, when will the consumer versions be available? Will it be possible to pre-order them soon?
We're planning on later this year. Stay tuned.
Hello, I have been follow this project long time ago since one youtuber in spain mentioned, just wanted to ask comparing to business pro version current available, which will be the difference which make dofferences in prices for the future customee version please
Do you know which month we can expect the consumer version?
Earliest would be the later half of this year.
When will the price be announced? And is there any risk of injury with these shoes?
We're targetting around $1k for the consumer version. We'll finalize that later this year. Nobody has fallen over with the shoes, in large part because of the frame you see everyone using in this video. Everyone should start out with the frame. You can read more about safety and the price here: freeaim.com/faqs#how-do-they-work-are-they-safe
When will this come out and will it work with all vr games from meta quest and steam vr ?
All SteamVR games that support smooth locomtion should work. We're working on Quest support, but Meta doesn't have a nice way of implementing it so it involves reaching out to individual game developers.
@ what’s about steam vr games
Still looks a bit wonky/not perfect replication of natural walking, but this also looks like the by far best alternative out there (Other than going outside on a big field and physically walk around, but that has other problems).
@@beaconofwierd1883 Please understand that this is not the final, finished version. Also what you're seeing is people who are just starting to use VR shoes for the first time. We're working to get review systems out so these influencers can give their impressions after spending more time with it. We have to continually test with lots of people even from the early prototypes, it's called user centric design and it's essential to get continuous feedback on user experience throughout development and we're being open through this process, which is rare. We think it's already very good, certainly good enough to sell some businesses and research labs, where their primary goal is to evaluate new tech. It will get even better, and we're working on machine learning (AI) and other improvements that should be part of the demo by AWE in June. The VR shoes are a tech platform, even once we deliver hardware, we will continue to roll out software improvements. much like self driving tech, the more users we have, the more feedback and data we will have to train and improve the models and other algorithms. The consumer version, by the time it's in the hands of people, will have a lot of these improvements on day 1.
@ I really hope you can release them on the consumer market soon :) Also, do they currently emulate ”stopping”/inertial forces?
As in, when you walk forward and then stop, do they push you back to emulate the ”stopping force” when you normally stop? I can’t tell from your videos, sometimes it looks like it does, other times it looks like it just slowly winds down the motors?
Also, you probably already have this figured out, but in case it helps, are you using a ”minimum jerk” method to estimate where the feet will go? I did a project at university where we predicted the final position of someones hand when reaching objects to each other (with motion capture data) based on the initial half a second or so of the hand movement only using ”minimal jerk” (which becomes a cubic equation, so really easy and fast to estimate). Feels like it should be applicable here too, but adjusted to account for how high you lift your feet when you walk. I understand you don’t want to disclose how it works behind the scenes, but if you haven’t tried that method it could be worth a try since it’s easy to implement and in my experience yields good result :)
@@FreeaimVRThat sounds great! I‘m very interested in your product.
How much is that??? Does it work with psvr2??
Currently we have our business version for around $4k. For consumers we're targetting a price of around $1k. Currently it only works with SteamVR, but we're working on supporting other platforms like PSVR.
If you can't run it's not ready yet.
@@TheInsaneupsdriver If you're super fit and want to run flat out for agers, then slidemills would probably be best, but there are many other advantages to the VR shoes. However most ordinary people would get exhausted quickly in slidemills, especially if you expect to game for hours. With the VR shoes, you can walk quickly/slow jog, but you can't run really fast, that's true, but that's unlikely to be an issue for most people because you can scale the speed in VR to go faster, almost like being superhuman. If physical exertion is too much, it's going to limit gameplay, which is a widely reported issue with slidemills.
Giving the shoes the ability to run fast would result in them being more complex and expensive since suspension of some kind would be needed due to higher forces (that's just an example, there are other reasons too, like robustness and safety). There's a lot of trade-offs in delivering a great experience for as many as possible and bringing that in at an affordable price, not enabling full on running is just part of that decision.
@@FreeaimVR YA,.... I'm not ordinary..... that's for sure. Specally after 30 years heavy labor and riding a bicycle 12 to 52 miles every weekday for 7 years straight. I want something i can run and jump and even flip if possible, we aren't even remotely close to that yet short of some huge room sized one. not to mention the headsets themselves not able to track that kind of movement yet.
Not ready for *you*
These vr shoes would be perfect for stealthy games like Metal Gear, Espire 1, The Walking Dead Saints & Sinners, and even if you just want to walk around and admire scenery.
@@shojo8708 It would be good to put on my 80 year old dad and put him in Google maps VR in his home town in Malta. He'd never go for it though, he hates computers.
Man, what the hell is life going to be in 2050?