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Freeaim VR Shoes FAQs

The VR Shoes Pro is available to businesses to pre-order for a price starting at $3999. We're planning on releasing a consumer version sometime in 2025 for around $1000-1200. As we scale up we will continue to evaluate the price and work to drive it down even more. However, these prices allow us to directly compete with our competitors while offering a far superior product and experience.

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The business version comes with extra features, support, and customization options not available for the consumer version; find more information here.

The omnidirectional Freeaim VR Shoes have powerful motors that keeps a user within a small play space (recommended space is 1.5m by 1.5m minimum) by negating the user's motion. They are like little treadmills on your feet. The VR shoes connect with other devices, such as a PC, via Bluetooth. We've written a Steam VR driver that allows the VR shoes to be used with any Steam VR game or app that supports smooth locomotion.

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The Freeaim VR Shoes are stable and safe during use, similar to walking on a normal gym treadmill. The innovative technology allows users to have a natural walking experience. Safety in the Freeaim VR Shoes is one of our top priorities. We have safety checks in both the software and hardware. While our intent with the VR shoes is for them to be good enough to use without any additional equipment, we have developed a walking support frame that is included with every pair of VR shoes for extra reassurance. You can view our gameplay playlist on our YouTube channel to see what the shoes look like with and without a support frame.​

 

We've found that users need about the same amount of awareness when using the VR shoes as they do when using regular roomscale VR. Just as with roomscale VR, the user should remain aware of their surroundings and rely on the guardian. 

Here is a video showing the movements the VR shoes support. You can see the max speed of the shoes in that video and additionally in this video. Keep in mind that when wearing a VR headset this speed feels faster than it looks!

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Supported movements are

  • Walking

  • Walking and turning

  • Turning in place

  • Jogging

  • Side stepping

  • Crouching

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The shoes have rotating drive modules. You can take a few sidesteps and then when you walk forward the shoes will bring you back to the center. You can see that here. So while the VR shoes do not currently support continuous strafing, they are capable of moving the user slowly sideways while the user walks forward.

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Walking backwards is not currently supported, but it will be supported before our consumer release.

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Jumping is not currently supported.

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We are planning on implementing gestures for some movements such as jumping, walking backwards, and continuous strafing. For example, to side strafe the user could put a foot out to the side at an angle. Walking backwards will be supported, but we will also offer a gesture where the user can lift one heel. The gesture for jumping may involve the user lifting their knee up higher than usual.

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Future versions of the VR shoes may support more movements.

The vast majority of people who have tried the shoes out (dozens at this point) need under 5 minutes to become comfortable using the VR shoes within our hex support frame. You can see video footage of this in our demos playlist on YouTube. Some people needed a bit more time, but no more than 20 minutes. These people were able to walk, stop, and turn comfortably within the frame. Getting good enough to confidently use the VR shoes without a frame and do more rapid movements like you can see in many of our gameplay videos will take longer.

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We continually strive to improve the first time experience of the VR shoes!

Walking on vr treadmills/slidemills has been described as an 'ice skating feeling' and 'confined in a dish and pushing awkwardly against it' due to the feet sliding in any direction which would not occur with normal walking. Struggle against the harness which keeps the user in place gives an unnatural feeling.

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The Freeaim VR Shoes utilise powerful motors ensuring the user remains in position. This gives a user the most real way of natural walking. You can see what this walking looks like by viewing our video gallery.

The current version of the VR shoes weighs about 1.6kg each, similar to boots. They don't feel too heavy and are comfortable to wear.

The batteries should last at least 1.5-2 hours for most people, depending on the user's weight and the game they are playing. For example, with a weight of 170 pounds (77kg) the shoes comfortably last around 2 hours playing a game where you are moving around most of the time, like Arizona Sunshine 2. For a game where you are frequently stopping, such as Red Matter, they can last even longer.

Currently we support Steam VR on a PC. The VR shoes work with Unreal and Unity applications as long as they are ran through Steam VR (which is easy to do with a local application that isn't on the Steam store). We are working on an SDK that developers can use to integrate the VR shoes into any platform. We are also working on support for other platforms such as Meta Quest standalone and PSVR.

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If you'd like you can upvote our feature request on the Meta forum for full support for VR locomotion devices.

The minimum size we recommend is 1.5m by 1.5m (5ft by 5ft). When using a hex frame the frame itself takes up about this much space. The VR shoes have automatic position correction that move the user gradually back to the centre, without the user noticing. You can see how the rotating drive modules facilitate position correction here.

Please keep an eye on our YouTube channel and subscribe to our newsletter so we can update you when we are going to be at expos where we will be offering demos. You can also fill out this form to let us know you'd like to test the VR shoes. Lastly, feel free to contact us and we may be able to schedule a private demo with you.

You can hear the noise of the VR shoes here. Note that this is with an older version of the VR shoes and the noise with newer versions has been reduced.

It's hard to convey how loud they are over a video, so for further clarification we've tried slidemills (Virtuix Omni and Kat Walk C) and find the VR shoes to be much quieter. Especially quitter than when the haptics in the Kat Walk C is turned on.

At public expos, such as AWE, and during live demos we've given to customers, the noise has not been brought up as a concern. If you can make it to an expo or sign up to be a tester, we encourage you to give us feedback.

Headphones or earbuds obviously help, but are not required. In the future if you'd like us to make videos where we play the sound of the VR shoes and then play a sound where you know how loud it is in real life, contact us with the idea.

With the current version, the optimal foot sizes we've tested are US sizes 4-12 male and 6-12.5 female. The shoes can work for feet larger than that, but may feel small. With newer designs and the consumer version we're planning increasing the range and supporting as wide of a range of foot sizes as we can.

Testing is still underway at this stage. Our target is to ensure all weights are represented up to 120kg. 

The Freeaim VR Shoes are to be used on a hard or semi-hard floor, such as concrete or vinyl. For carpet use, we will either offer mats to use on top of carpet or have instructions on how to acquire one.

We have tested the VR shoes with several people who suffer from motion sickness, and they have all told us that they did not experience any motion sickness while using the VR shoes.

We currently integrate with Steam VR on a PC. The VR shoes work with any Steam VR game that supports smooth locomotion. We are working on a SDK that developers can use to integrate the VR shoes into their applications and platforms. The SDK will offer a range of functionality, from the essential functionality similar to what our current Steam VR integration supports to more advanced functionality for business use, such as haptic control, raw sensor output, and custom integrations.

The consumer version will be engineered to be cheaper and solely focus on gaming, whereas the business version will support a wider range of applications. The consumer version will also benefit from optimizations and testing we've already made with manufacturing the business version.

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The business version has additional capabilities that to justify the extra cost, including more functionality from our SDK (coming soon), robust support and upgrade plans, more expensive material and hardware options, and customized solutions to meet business needs.

Yes, currently a support frame is provided with the purchase of the VR shoes. While our intent with the VR shoes is for them to be good enough to use without any additional equipment, we have developed a walking support frame that is included with every pair of VR shoes for extra reassurance. You can view our gameplay playlist on our YouTube channel to see what the shoes look like with and without a support frame.

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