Seat Mover (M2) is the simplest and most affordable model for a motion simulator experience. It serves as a cost-effective option designed for customers who already own a PlaySeat EVO, Next Level GT Ultimate, or GT Omega ART frame and wish to explore motion simulation on a limited budget. Our Seat Mover is not only competitively priced but is often a better and more economical choice than similar products available.
Unlike the other platforms we offer, the Seat Mover (M2) moves only the seat, while the wheel and pedals plates remain stationary. It provides a less immersive experience in the game compared to the H2, H3, P2, or P3 models and is limited to 2 DOF (Pitch and Roll).
If you don’t already have any of the mentioned frames above, consider opting for the H2 model for the following reasons:
Here’s how the Seat Mover M2 looks:
It features a very compact design (H 7.5″ x L 12.5″ x W 16.5″) or (H 19cm x L 32cm x W 42cm). The blueprint for MP2 and M2 is available (link).
Additional Information:
Our Commercial or Professional P series platforms (P2/P3/P6/MP2) are equipped with industrial-grade motors designed to operate continuously for 10-12 hours every day. The primary distinction lies in the commercial version, which enhances the longevity of the equipment for extended and uninterrupted use. The remaining characteristics and components are similar.
For home use, especially in 3-4 hour sessions, consumer versions (M2/H2/H3/H6) perform exceptionally well, and there’s typically no need for the commercial platform (P2/P3/P6/MP2). Nevertheless, we have many customers who use commercial versions at home.
DOF Reality ready-to-play packages include the following:
Please note, customers are required to purchase their own seat, VR headset, and controllers (wheel, pedals, etc.). Our platform supports all of them.
Yes.
Consoles operate within a closed, controlled, and proprietary platform. Currently, only a select few games, such as Grand Turismo 7, Sport, PCARs, PCARs2, AC, F1, Forza Motorsport 7, and Forza Horizon 4 and 5, send motion data from consoles using UDP over the network (as demonstrated in this video).
For these games, we offer a MagicBox solution priced at $200. To enable motion in all other games, we are developing MagicWheel and MagicPedals, which will be available in two months.
For a list of supported PC and console games, including compatibility with the latest consoles, please refer to our games list.
Our mission is to provide gaming enthusiasts and businesses with affordable plug-and-play motion simulator platforms. We sell just above cost, resulting in an end total, even with shipping, that is 2 to 3 times cheaper than any competitors, making it accessible for everyone.
To achieve these unique low prices, we’ve structured our business model differently from the traditional one. We sell directly, avoiding a 40% distribution margin, which means no sales discounts. Instead, we prefer to pass this 40% directly to our customers, avoiding the need for promotional events and ensuring transparency in our product prices.
This approach is the key to providing you with high-quality products at such low prices. Currently, we have excellent promotional prices on the website and offer worldwide shipping.
We’re not afraid of competition because, simply put, we don’t have any!
Platform weight 130 – 220 lbs (60-100kg).
In order to deliver it to your door and ease of transportation all platforms are shipped in two boxes.
Our platforms require assembly. It will make your platform more valuable as well as custom-tailored build for your preferences.
It is a simple process that you will enjoy!
Seat choice is a matter of personal preference. Almost any bottom-mount car or gaming seat works. We don’t sell seats; you can use your preferred seat or find affordable options locally. We recommend a Bucket Racing Seat to prevent falling during G-forces, and a four-six point harness is optional. A lighter seat enhances platform performance. For options, check eBay (Option 1, Option 2, Option 3), Amazon, or JEGS.
Real certified racing seats can be quite expensive, Ask for seat that is NOT certified for racing – they work the same way and are way cheaper than certified ones. In local classifieds, check for single racing seat. Finally, check the local racing community, they will be happy to help.
The best will be to use standard bottom mount car seat with sliders/rails (as in real car). It provides you the opportunity for quick adjustments as well.
Most of the bucket seats require side to bottom mounted brackets adapters and sliders.
Our seat mounts: 280mm deep (front to back) and 345mm (13″37/64), 375mm (14″49/64) or 405mm (15″15/16) wide.
DOF stands for Degrees of Freedom. In the context of motion simulation, it refers to the number of independent ways a rigid body can move in three-dimensional space. More DOF generally result in a more immersive and realistic simulation experience.
The difference between 2, 3, and 6 DOF (Degrees of Freedom):
Definitions of Motion:
It is easy :
Unlike competitors, our Motion Simulator products have a very high Wife Acceptance Factor.
Just show her the costs of only one day on the real track even with your own real car + costs of tires + costs of brake pads etc.
And mention the risks of getting an injury and other
Same for the plane/helly flights. The cheapest Cessna 152 renal is $150 an hour (dry – without fuel) and you must have PPL license for it that is at least 10k$. And as a way better alternative, you can be at the safety of your home under the BOSS’s supervision you can drive and fly with or without a beer with NO risks at all, not even getting DUI…
Motion sims are huge budget and live savers all around!
The DOF motion platform can be used with any VR headset. There are some subtleties to be considered when combining VR with a motion platform. The motion platform will move the player’s head, which will move the VR headset, which will automatically affect the amount of movement you see in the VR image. Most of the time, the degree of motion is not enough to impact gameplay and can be ignored like in this example video https://youtu.be/oi8yvWzZXVw. If the additional motion of the VR image is too extreme, you might need to turn down the motion of the platform to a lower setting. This will minimize the “hopping/swimming” type of effects in the image and will give you a smoother experience with VR.
IF needed we have many ways to do motion cancellation / compensation over software and hardware.
Here is latest guides:
Generic
OpenXR
OpenXR
IntelliComp
Overview of Software Solution for Motion Compensation
If the amount of movement in the VR image is too much and you do not want to turn down the motion, you can utilize motion compensation software which removes the platform movement from the VR image. OpenVR Motion Compensation is the current software to be utilized for motion compensation which can be downloaded here: https://ovrmc.dschadu.de/. OpenVR Motion Compensation will track the movement of a tracker mounted on the platform and remove the motion of the platform from the movement of the VR headset. OpenVR Motion Compensation can work with both types of VR headsets (base stations and inside-out tracking).
There are primarily two types of VR headsets and they require the tracker to be mounted differently. Ones that utilize base stations (outside-in) for tracking of the VR headset movements such as the Valve Index, HTC Vive Cosmos, Pimax 5k/8k* and the original Oculus Rift (CV1). The other type utilizes cameras in the headsets that provide inside-out tracking which include the HP Reverb/G2, Oculus Quest/Quest 2/Rift S**, Samsung HMD Odyssey+ and other Windows Mix Reality (WMR) type headsets.
For VR headsets that utilize base stations, a tracker or controller (Valve Index Controller, HTC Vive Controller, HTC Vive Tracker) must be mounted on the motion platform and be in-line of sight by all the base stations. It does not matter where the tracker is mounted as long as its visible to all the base stations, though typically they are mounted near the head at the top of the chair.
For VR headsets that utilize inside-out tracking via the cameras on the headset, a controller (Oculus Touch Controller or WMR Controller) must be mounted on the front of the motion platform so it is in-line of sight of the cameras on the headset.
In either case, the tracker must be 1) firmly mounted to the platform and 2) must utilize some type of vibration mitigation. Vibration mitigation can be achieved by 1) adding additional mass/weight to the mount so it absorbs vibration energy and 2) using a vibration absorption material like soft rubber or Sorbothane.
Another potential software solution is the older version of motion cancellation called OpenVR Input Emulator. Though it is no longer being developed, there is still limited support from the community via its download page here: https://github.com/matzman666/OpenVR-InputEmulator/releases.
* For Pimax users, the PiTool can potentially be utilized for VR Motion Compensation: https://www.pimax.com/pages/pitool. In PiTool, turn on a Valve Index controller, select it as the sensor in PiTool “Motion Cancellation’ and open the game. However, support is not guaranteed and may not work properly.
** The Oculus driver for SteamVR is made by Valve and not by Oculus as they only support their own closed eco-system. This causes issues with 1) big motions on Oculus devices might see a black border on the edge of your view and 2) rotation is not always compensated correctly.
Hardware/Non-Software Based Solutions for Motion Compensation
Additional VR Motion Compensation Resources
Yes, sure. It is easy to mount to any P or H model. Here are some pictures of our frame with PUMA:
Unfortunately, the only option will be to move the seat itself to our rig, as it is properly balanced for COG, while other heavy frames are made for a static mount. All controls, such as the wheel, pedals, and shifters, have to be mounted to our frame. It would be technically unwise to overload it with unbalanced weight.
Static frames are suitable for static setups, but under rapid movements and G-forces, they will not stay stable. Our frame is specially designed and has gone through extensive testing and many iterations until it reached the current configuration to ensure rigidity across all movements, even under heavy pilot weight and with direct drive wheels.
With all these benefits, our frame doesn’t contribute significantly to the total platform cost. Most of the price comes from motors and electronics. We don’t overprice our product like most competitors, marking their products up two to three times more expensive than ours. Our mission is to make plug-and-play motion simulator platforms affordable for many gaming enthusiasts.
You can place your controllers and seat on our platform and enjoy unique sensations that surpass most of the expensive simulation solutions.
Yes, sure you can set our platforms into F1 position reversing the main rail:
Overall with wheel and pedals stands: 120х90cm
Base: 85х80х8 cm
Pedal plate: 34cmх32cm
Height to the seat base: 40 cm
Height to the wheel mount plate: 80 cm (adjustable 65-85cm)
Seat mounts: 280mm deep front to back and 345,375,405 mm wide (11″ deep and 13″37/64 or 14″49/64 or 15″15/16 wide)
All seat movers (MS2, M2 and MP2) have same frame and dimensions blueprint for MP2 and M2
https://dofreality.com/M2blue.pdf
Unfortunately, some play in the gearboxes and arms joints is unavoidable. It is in the nature of the gearboxes to have play; otherwise, they won’t move. Some gearboxes have less play at the beginning, but with time, they all reach that level. If it exceeds the permitted amount (over 10% of the motion range), we will replace it under warranty.
You can shift the weight a bit forward to load the arms and prevent bouncing. Additionally, you can opt for the dampers option. Motors may become warm after extended use; ensure they don’t surpass 70°C. If you have dampers, avoid tightening them beyond the 8 setting, as this can adversely affect motor lifespan.
Consoles are a closed controlled proprietary platform.
Now only few games, such as Assetto Corsa, PCARs, PCARs2, F1, Forza 4 and Motorsport 7, send motion data from consoles (UDP over network).
In order for any Motion Platform to work, console game needs to send motion data to it (external application). If game is not sending movement data then the platforms cannot move.
If game can send motion data then PC with SRS software is used as a proxy.
The process is simple:
Other games work only on PC
For supported PC and console games and latest consoles support, pls check list here https://www.simracingstudio.com/console
We have SDK/API to send telemetry data or motion commands from Unity3D, Unreal, or other software, such as Python script, to SimRacingStudio (software we use to operate motion platforms). You can find more information at Unreal Plugin and SimRacingStudio API. It should be an easy and faster approach.
Our products have been available since 2015, with many independent reviews online and here: https://dofreality.com/reviews/
Here are some of our customers:
From US/Canada
mit.edu
fb.com
harvard.edu
airbus.com
oculus.com
udel.edu
topgear.com
hondaresearch.com
htc.com
theledgevr.com
virtualgamerz.org
ideasthatfloat.com
usc.edu
oasisvrx.com
inthesim.com
deepspace.me
cosmo.org
urace.us
trio-tech.com
siemens.com
45studios.tv
threeriverskarting.com
hookedondriving.com
calhounisd.org
clownshoemotorsports.com
nixonmotorsports.com
westernu.edu
psu.edu
vcvr.co
voxelvrp.com
bigboyvr.com
sullivaninnovations.com
virtualreality-live.com
ucsb.edu
moreheadstate.edu
genesisvirtualreality.com
riddlemeout.com
vreventgroup.com
columbia.edu
arkavevr.com
vrgineers.com
utk.edu
idealvrlab.com
petersen.org
hm.edu
imperialsportbikes.com
mgmotorsports.com
amamax.com
minewise.com
abilitie.com
bcbstx.com
ohio.edu
mediakind.com
nextstepcomm.net
virtualwonders.com
escapevirtuality.com
virtualadventuresusa.com
microcenter.com
tooeleschools.org
akerbp.com
amazevr.com
toolsinaction.com
quantumstabilizers.com
coautocr.com
simracinggarage.com
torchtechnologies.com
MillerMotorsports.org
zombieprocess.org
finishingconsultants.com
chapman.edu
huapl.edu
ttu.edu
advanteconline.com
warpedimagination.com
simracingstudio.com
cequix.com
fasttoysclub.com
poweredbystl.com
gobovr.com
missouri.edu
blutechevents.com
calhounisd.org
m18performance.com
aciersregifab.com
dix30simulation.com
forces.ca
1access.ca
gamechangerzvr.ca
centrerecreatifzone15.ca
tubbys.ca
stjoes.ca
ryerson.ca
And International:
airbus.com
siemens.com
topgear.com
fb.com
airasia.com
audace.fr
aviasim.fr
vrcenter.nl
insanepower.es
360-performance.com
immersivevreducation.com
roadplaningsupplies.co.uk
stonycreekgokarts.com.au
destination-vr.fr
hs-ulm.de
vr-racing.dk
motosparkz.co.uk
motor.ee
sqcircle.com
fun-force.at
flamingo.gs
jujubee.pl
arcade-lounge.de
brommeland.no
hypevr.com
vrgineers.com
timeride.de
proyectil.mx
yariplus.com
cu-bx.com
avantgarde.net
clarivate.com
thesimhub.co.uk
qub.ac.uk
lse.ac.uk
exner.com.au
kreuzgarageag.ch
r3form.org
orb-audio.jp
ultimatevr.co.nz
xtra.co.nz
elettrikasrl.it
thevrroom.nl
br-ag.ch
hocplc.com
hs-kl.de
paradoxcat.com
destination-vr.fr
air-style.fr
iium.edu.my
heuvelmarketing.com
lzh.de
dat-con.si
emperium.pl
d2cdot.co.jp
atigroup.be
indoorclub.dk
hemutec.swiss
tgnza.co.za
automotiveextras.co.uk
simrgarage.com
buehler-group.de
publithings.com
sotax.com
e1racing.co.uk
zuehlke.com
uef.fi
kth.se
rita3d.se
lloydsbritishinternational.com
gamerzone.com.mx
gellybomb.com
play-max.pl
discovr.pl
rallypoland.pl
qumak.pl
t-i.com.pl
playseat.com.pl
Room2race uk
matarikimotorlodge.co.nz
deakin.edu.au
vreventrent.com
smaaash.in
formula-iq.com
logitech.com
woolacombefryer.com
kabelfoon.nl
mabrik.ee/virtuaalreaalsus/
datosmedia.es
tracto-technik.de
futuruum.ee
lasergame-berlin.de
virtual-evasion.fr
evolutionmining.com.au
mr8smartsolutions.com
black-molly.se
vrheaven.fi
takeoffmedia.net
nirvanatechnologies.com
neuroequilibrium.in
vrcity.lt
wiztech.no
uni-due.de
erredisistemi.com
www.db-electronic.it
exner.com.au
vr-bridge.com
joslyn.co
ed-209.com
virtual-reality-arena.de
virtual-evasion.fr
qatar.tamu.edu
dvp.net
smartvr-studio.com
www.reshiftstore.nl
maxart.com.au
wolff.ag
romerauto.es
uliege.be
danesp.dk
www.sercap.cl
voxdale.be
cetrez.com
spare-gmbh.ch
virtualrealms.co.za
kandh.com.tw
virtualrealityadelaide.com
acceleratedridertraining.co.nz
gtomegaracing.com
due-home.com
meitechinc.com
libero.it
enjoyvr.nl
usaneers.de
naver.com
unlimitedimport.fi
nablaware.fr
j-h.nl
dvmobile.fr
We are selling the complete platform. Each individual system is assembled, tested, and tuned. They’re disassembled before shipping, so all you need to do is put it together, install provided motion software on your PC, and connect our controller via USB! All parts and tools needed for quick assembly of the platform are included.
To check the balance, disconnect both front motors arms – you’ll need one or two strong friends to help you! Ask them to hold the seat from the back left and right while you get in. Once you’re in, sit with your usual pilot posture. The platform should be almost perfectly balanced (not diving to the front and not to the left). It should be easy for your friends to hold it and it should be level with minimal effort.
The goal is for you to move the seat and other parts to the COG balance point described above. The better you balance it, the better and longer it will perform. You might find advice online to balance it with counterweight; we strongly advise against this as you add unnecessary weight for the motors to lift and momentum to fight against while changing directions. The best counterbalance is your own body weight. When you’re done, you can put motor arms back and check the performance.
Yes, but you need to do it properly.
Our platform is lightweight and simple due to its perfect weight balance. This allows us to use affordable motors and gearboxes. If you want to add something besides the standard wheel, pedals, yoke, gear shifter, throttle, and HOTAS, you will need to plan and implement it properly.
Each additional piece of equipment (even a lightweight element) on the moving platform should be well positioned and counterbalanced (same weight and same arm length).
With our monitor mount you can put a TV screen or monitor up to 33lbs on our simulator. The lighter it is, the better. It’s always better to consult us before installing any extra equipment on the platform.
Don’t put ANY controllers on the platform before it is completely tested working as desired. After assembly, only attach the seat. Nothing extra. Once the platform and the seat are working, you can start adding controllers one by one, doing movement tests with a person seating at the pilot seat after implementing each new add-on to the platform weight.
The best place is under the seat, attaching it to our seat with mounting brackets or hard parts of the seat itself. The closer you can place them to your body – the better the effect. You’ll need to experiment a bit if you aren’t sure that you will benefit from four of them. For more advanced and precise tactile feedback, check the SRS shake kit.
SimRacingStudio enables proper signal output from the games for Buttkickers. It’s the equivalent of SimVibe, and you get it for free with our platform!
You can pay with most credit cards and PayPal, as well as SWIFT, SEPA, ACH Bank transfers.
No, at the moment, our motion software is not compatible with Linux. But you can configure your setup on Linux with our platform control SDK.
DOF Reality systems are designed with almost entirely “commercial off the shelf” (COTS) components, which are provided by large-scale multinational manufacturers. This means that sourcing spare parts for our systems long into the future will be trivial, since the use of commercial technology ensures long life spans and support for spares.
Yes! We always accommodate customer requests. However, some platform customization can increase the cost of the unit.
Simulators are designed to trick our brains into experiencing certain sensations, and our brains are not precise in measuring bank angles. They rely more on acceleration for orientation, and the sensation of movement is more important than the exact positioning. Therefore, achieving pitch, roll, and yaw with sufficient speed is crucial, and the specific stopping point at 10°, 15°, or 20° doesn’t significantly impact our sense of movement.
The distance from the back to the wheel stand is 730 mm, extendable to 805 mm. The distance from the back to the beginning of the pedal plate is 905 mm, with an extension of 75 mm, totaling 980 mm.
Our platforms are fully compatible with virtually any controllers. Our stand has been proven to hold even 19kg direct drive wheels without issues.
Fanatec products are a good balance between cost and performance.
Motors or actuators can’t reproduce rumble frequencies 15-200 Hz just due to physics. This simulation can add realism in flight simulation as well as for racing when you feel the engine RPMs and driving surface. If you are looking for this type of simulation, you definitely need Bodyshaker, Bass Shaker, or Buttkicker. There is a ton of advice on the subject on flight and race simulator forums and blogs.
For the racing sim experience, there are a few issues you need to address. Initially, some software will generate vibrations. It includes:
Option A is easy to introduce but might not be as realistic as players want. For option B, you will need to check what is supported by SimVibe for your game. SimVibe itself costs $89. SRS should have the same features. As for the amp and shakers, the sky is the limit in pricing and marketing promises. I suggest trying something simple with option A, such as forking the analog audio output of your sound card to this AMP (don’t forget the 24v power supply for it – Amazon, ebay) + two basic shakers.
Yes, in Unity3D and others, there is a library to send data directly to Arduino (that our controller is based on) over serial. Alternatively, SimRacingStudio SDK can be used. There shouldn’t be a problem sending your telemetry data from Unity3D to SRS, so it can set the platform position accordingly.
DOF Reality is NOT a DIY (Do It Yourself) kit where you have to invest a lot of time and money to make it work. It comes as a ready-to-go, tested, and tuned package with only minimal easy assembly required. You will get a complete working plug-and-play platform.
Seats and game controllers are not included.
Our platform is proven to support any controller, even heavy direct drive wheels. It all depends on your budget. We suggest you start with the Logitech DFGT set. In our opinion, the rest of Logitech (G25-29, 920) doesn’t offer much improvement compared to DFGT but is priced higher.
If you feel that you need more, go for the Thrustmaster TX/T300 wheel. For pedals, if the stock Logitech or Thrustmaster won’t be enough, check Fanatec CS Elite, ClubSport v1, or v2. CSP v3 doesn’t have much improvement compared to v2, and you can find great deals for v1 or v2 on eBay. Fanatec products are a good balance between cost and performance.
We build and ship directly from our production plant in Europe, but not inside the EU.
We ship with TNT. Our prices don’t include VAT/customs duty.
Tax is usually the standard import tax for your country.
We use HS code 9504 50 00 00 for the declaration. You can check your import taxes based on it.
No, we will provide you with the needed software and access to updates for upcoming games.
DOF Reality ready-to-play includes:
We sell only the plug-and-play motion platform. Customers need to purchase their seat, VR, and controllers (wheel, pedals, etc.). Our platform supports all of them. We provide all needed cables and motion software (not the games). Please read the FAQ for more information and recommendations.
Additionally, there is a great community group at Facebook Group.
We have pre-drilled holes for mounting all Logitech and Thrustmaster wheels. If you have another wheel, just let us know the mounting points, and we will be happy to do it for you complementary.
Yes, you can use any VR headset. We offer different methods for motion cancellation. You can use any VR set with or without an external reference tracking camera like the Rift or Vive. It is recommended not to mount the camera(s) on the motion platform. Many users report better results when the camera(s) are mounted in front of the platform, ensuring visibility from any helmet location.
We include mounts for Oculus, as Vive is easy to mount on the top of the seat video. Some customers prefer it on the platform, some off.
For Oculus VR Motion Cancellation and HTC Vive – Vive Pro VR Motion Cancellation Setup Guide, please refer to the following links:
Depending on where your camera is placed, on the rig or off the rig, you may encounter the picture inside the HMD (Head Mounted Display) “jumping around.” This is due to the camera and headset working against each other, as VR hardware is not designed for use in motion platforms. There are a few methods to resolve this problem, though none are ideal or official.
Method 1
Attach the camera to the rig and blind the camera (cover it with something) to disable 3D tracking, preventing the camera from jumping around in-game. This method also disables rotation tracking, meaning if the simulator turns 90 degrees in real life, you will have to turn your head 90 degrees to look forward in-game. It is recommended to limit Yaw from 5% to 10% to make the rotation enough for you to feel but not notice the need to turn your head to look forward in-game.
Method 2
Place the camera off the rig. This yields the same results as above, but you are able to get off the rig and move around, also in-game. You might move slightly around in-game depending on the simulator settings.
Method 3
Place the camera on the rig. If you wish to place the camera on the rig without blinding it for the full experience, you might need to turn down the movement on the simulator to a low setting. This will minimize the “hopping” and give you a smoother experience with the HMD.
For home use, you don’t need the Commercial platform. Industrial versions P2 and P3 of our platform are for commercial use only. They are based on industrial motors that can work for hours each day. The only difference is in motors, gearboxes, and the power supply.
If the pilot’s weight is close to the platform limit of 330 lbs (150 kg), we recommend getting the Commercial P2 or P3 platform.
Certainly, we can accommodate that as a mechanical customization. We would need to adjust the center of gravity (COG). Please contact us for specific details at [email protected].
Because of its lightweight design (19-58kg), our simulator can be shipped in two boxes. We recommend air shipping for a shorter lead time and better service. Prices do not include import taxes, duties, customs, and brokerage charges. Please email us when you need to adjust the customs declaration form. We can use the courier of your choice if it is available in our area.
A person get motion sickness when his eyes see movments, but body don’t feel it. There are a number of studies as well as our custoemr base confirming that motion platforms sugnificantly reduce VR motion sickness.
Flight controllers: honeycomb alpha+ Bravo or Logitech Flight Throttle Quadrant + Logitech Flight Rudder Pedals
optional Thrustmaster HOTAS WARTHOG
As for PC you need powerful enough to run MSFS2020-4 on the monitor/VR you use at that resolution and FPS.
Our platfroms is compatable with ANY controllers as we provide only motion.
CE certificate is available for all models.