Roto VR: Gaming chair for virtual reality goes into production

To further improve the immersion, i.e. this feeling of being in the middle of things in seated experiences, Roto has developed the Roto VR gaming chair.

The manufacturer had actually planned to deliver the first chairs at the beginning of 2017 - now the product is finally ready for dispatch. Roto VR gaming chair. The highlight of the motorised gaming chair is that it transfers movements from VR and AR experiences to the real world. A wireless module is attached to your headset to synchronise with your head movements. When you turn your head, your chair turns with you. In addition, two click pedals are installed at the base of the chair, which can be used to simulate walking movements. Although actually designed as an interactive gaming chair for VR, the device also supports augmented reality and 360° software.

Elliot Meyers, CEO and founder of Roto VR is pleased with his product: "We have taken our time to ensure the highest possible quality and I am pleased to announce that we are ready to ship. We will reach full production capacity in spring 2018 and fulfil all customer orders."

 

 

However, with a base price of 999 US dollars, the chair is no bargain. The version including optional accessories such as additional rumble motors for even more immersion or mounting plates for HOTAS joysticks and steering wheels even comes in at USD 1,500. The target group for the Roto VR is therefore probably not just private users with large sums of money, but also video arcades, shopping centres and other institutions, so that a wider range of users can enjoy this expensive toy.

Chair saves space for home use

Now that the headlines are teeming with news that prices for VR headsets are falling, there are bound to be even more solutions like this on the market that increase immersion. The good thing about such a seat is that it takes up relatively little space. Because even if prices fall, who has such a large empty room available to use VR applications in? Probably still very few. But this "problem" will probably also be solved with such additional gadgets.

Source: VR World

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