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Still Getting Dizzy in VR? Here’s How KAT VR Fixes It!

 

What’s stopping VR from going fully mainstream?
Virtual Reality is advancing fast, unlocking incredible new worlds to explore—but there's one stubborn problem that holds many users back: motion sickness.

At KAT VR, we asked ourselves a simple question: What if motion sickness didn’t have to exist in VR? Instead of accepting it as part of the experience, we set out to eliminate it altogether.

With our cutting-edge motion tracking and full-body locomotion systems, KAT VR’s omnidirectional treadmills (ODTs) attack the root causes of VR sickness—making immersive virtual worlds not just accessible, but comfortable for everyone.

🌍 Why Do People Feel Sick in VR?

VR motion sickness happens because of a sensory mismatch—when what your body feels doesn’t match what your eyes see. There are two key causes:

  • Visual-vestibular mismatch: Your eyes detect motion, but your inner ear doesn't.

  • Visual-head motion mismatch: Your head moves in real life, but the visuals in VR don’t respond accurately.

These mismatches confuse the brain, triggering dizziness, nausea, and fatigue. And while sensitivity varies, no one is entirely immune to this effect.

🧠 Can You Just "Get Used To" Motion Sickness?

Some users try to tough it out, hoping their symptoms will fade over time. While your brain can become desensitized, the underlying conflict never disappears. In fact, repeated exposure without resolution can lead to long-term strain on your nervous system.

That’s why KAT VR doesn’t encourage adaptation through discomfort—we provide real solutions at the source.

🎯 Why Headset Improvements Aren’t Enough

Many believe that advancements in VR headsets—like reduced latency and more precise tracking—can eliminate motion sickness. It’s true these improvements can reduce visual motion sickness, but they can’t address the deeper issue: locomotion-based motion sickness.

This form of discomfort arises when your body isn’t truly moving, even though the VR experience suggests it is.

🚶 KAT VR: Real Movement, Real Relief

Our solution? Real movement in virtual environments.

KAT VR’s ODTs sync your actual body movements—walking, running, jumping, crouching, even sitting—with your in-game motion. This alignment of visual and vestibular input helps your brain stay in harmony with what’s happening in VR, eliminating the root cause of locomotion-based motion sickness.

🔬 The Technical Gold Standard for Motion Sickness Prevention

To effectively prevent motion sickness, systems must meet strict performance thresholds. KAT VR meets—and exceeds—them.

✅ Headset Side:

  • True 6DOF motion tracking

  • Latency < 19ms

  • High positional precision

✅ ODT Side (KAT Walk C2 Series):

  • Full-body physical omnidirectional movement

  • Latency as low as 10ms

  • Distance accuracy: 0.12mm

  • Angular accuracy: 0.3°

These specs are not just numbers—they’re the foundation for an experience that feels as natural as real life.

🏆 How Effective Is the KAT Walk C2 Series?

Our KAT Walk C2 series has brought motion sickness down to its lowest possible level—almost completely eliminating it for most users.

Whether you're gaming, training, or working in a virtual environment, you can stay immersed without nausea, disorientation, or fatigue.

🔗 Redefining Comfort in VR, One Step at a Time

At KAT VR, we’re doing more than building treadmills—we’re building the physical link between your body and the virtual world. By solving motion sickness at the source, we unlock longer, deeper, and more comfortable VR experiences for everyone.

VR should feel just as real as it looks. With KAT VR, now it does.