FAQ

  • 1. What is Seat Mover (M2), and how does it differ from other models?

    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:

    1. Purchasing a new frame along with our Seat Mover M2 would cost almost the same as investing in the H2 model.
    2. The Seat Mover M2 only moves the seat, not the wheel and pedals plates, resulting in a less realistic experience compared to our other models.
    3. The H2 and P2 models move the entire platform, including the wheel and pedals plates, providing a more detailed immersion in your gameplay.

    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:

    • It is easy to assemble and can be seamlessly added to existing Sim chassis mentioned above.
    • The plug-and-play software makes motion simulation quick and fun, akin to assembling IKEA furniture.
  • 2. What is the difference between the H3 (HERO) and P3 (PRO) versions?

    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.

  • 3. What is included in the DOF Reality® platform?

    DOF Reality ready-to-play packages include the following:

    • Rigid metal rig designed for normal and F1 poses (except M2 models).
    • Mounts for wheel, pedals, shifter (except M2 models).
    • Mounts for a seat or sliding rails.
    • Integrated power drive motors.
    • 110/220v control unit with USB.
    • SimRacingStudio license.
    • Quick assembly tools.
    • 1-year full warranty.

    Please note, customers are required to purchase their own seat, VR headset, and controllers (wheel, pedals, etc.). Our platform supports all of them.

  • 4. Will it work with PlayStation and Xbox?

    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.

  • 5. Why are your platform prices so low compared to the competition? Where is the catch?

    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!

  • 6. Does it come assembled?

    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!

  • 7. What seat should I use with your platform?

    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.

  • 8. What is DOF? What is the difference between 2, 3, and 6 DOF? What is Pitch, Roll, Yaw, Heave, Surge, and Sway?

    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):

    • 2 DOF (Pitch and Roll): In a 2 Degree of Freedom system, the platform can move along two axes—typically pitch (tilting forward and backward) and roll (tilting side to side).
    • 3 DOF (Pitch, Roll, and Yaw): A 3 Degree of Freedom system adds the yaw axis, allowing the platform to rotate left and right.
    • 6 DOF (Pitch, Roll, Yaw, Heave, Surge, and Sway): A 6 Degree of Freedom system includes all previous movements plus heave (vertical movement up and down), surge (forward and backward translation), and sway (side-to-side translation). This offers the most immersive and realistic simulation experience.

    Definitions of Motion:

    • Pitch: Tilting forward and backward.
    • Roll: Tilting side to side.
    • Yaw: Rotation left and right.
    • Heave: Vertical movement (up and down).
    • Surge: Forward and backward translation.
    • Sway: Side-to-side translation.
  • 9. How motion cancellation / compensation works with your platforms?

    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.

    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

    1. For VR headsets with inside-out tracking, consider covering one of the cameras with tape. It will prevent the headset movements from being tracked in the environment and provide some VR motion compensation without significant side effects and the need to use motion compensation software: https://www.youtube.com/watch?v=ksy7AxjbcD0
    2. For the Oculus Rift, attach the sensor the platform using the DOF Oculus mount and cover the cameras on the VR headset. This disables the 3D tracking, which prevents the camera from jumping around in the game. However, this method also disables the rotation tracking, so if the motion platform turns on its yaw axis, you will have to turn your head to look forward in game. It’s suggested to limit the Yaw movement in your motion platform software in order to make the rotation just enough for you to feel but you will not have to turn your head to look forward in the game. This of course is not ideal, but doesn’t require motion compensation software.
    3. For original Oculus Rift (CV1) users, the Oculus Rift sensor could be mounted directly to your DOF Reality platform to provide simulated motion compensation without the need to use motion compensation software; however, due to recent Oculus update this solution may or may not work. DOF Reality includes a mount for the Oculus Rift sensor in your DOF hardware shipment which should be placed at the front of the platform looking back at the VR headset. Mount the bracket to the two holes at the back of the wheel deck plate so it extends up and out to the front of the platform.

    Additional VR Motion Compensation Resources

  • 10. Can I use your platform for helicopter simulation?

    Yes, sure. It is easy to mount to any P or H model. Here are some pictures of our frame with PUMA:

  • 11. Can I put my full rig on your moving platform?

    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.

  • 12. Can I set it up for F1 position besides GT?

    Yes, sure you can set our platforms into F1 position reversing the main rail:

    chair

  • 13. What are seat mounts and H/P models dimensions?

    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)

  • 14. What are the dimensions of the Mx2 seat mover?

    All seat movers (MS2, M2 and MP2) have same frame and dimensions blueprint for MP2 and M2
    https://dofreality.com/M2blue.pdf

    Upper mounts: 430 mm wide(left to right) x 420 deep (front to back)
    Bottom: 420mm wide x 420 deep
    All measurements are between centers of mounting holes are 405mm
    It is 205mm tall
    If it doesn’t fit you can use metal bracket/slider or metal late or plywood panned on the floor to mount our mover to it and it to the rest of the frame.
  • 15. There is some play in the motors black arms. Is this normal?

    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.

  • 16. Are your products compatible with consoles (XBOX One and PS4)?

    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:

    1. Install SRS software that we provide for the PC. (any windows PC will work, no need for powerful gaming PC)
    2. Connect our control box via USB cable to PC. PC should be in the same network as Console to get telemetry data from the game. That will be sufficient.

    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

  • 17. Do you have SDK available using Unity or other?

    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 SimRacingStudio API. It should be an easy and faster approach.

  • 18. Customer References and demo systems?

    Our products have been available since 2015, with many independent reviews online and herehttps://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

  • 19. What will I get if I order?

    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.

  • 20. How to balance your motion simulator platform?

    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.

  • 21. Can I put additional equipment on your platform?

    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). You can’t put a TV screen or computer monitor on our simulator, no matter how light it is. 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.

  • 22. Where do I put Buttkicker or shakers on your platform?

    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!

  • 23. What methods of payment do you accept?

    You can pay with most credit cards and PayPal, as well as SWIFT, SEPA, ACH Bank transfers.

  • 24. Compatible with Linux?

    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.

  • 25. What about space and replacement parts?

    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.

  • 26. Can you do platform customization?

    Yes! We always accommodate customer requests. However, some platform customization can increase the cost of the unit.

  • 27. What maximum bank angle do I need from the motion platform?

    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.

  • 28. I am tall and not sure if I will fit on your 6 DOF platform?

    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.

  • 29. What controllers (wheel, pedals, shifters, joysticks) are your platform compatible with?

    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.

  • 30. How can I get vibration Bass body Shakers Transducers simulation with your platform?

    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:

    1. Normal sounds coming from game audio, forked to amp and shakers can reproduce only low frequencies ignoring the rest.
    2. Special sounds additionally generated by the game or add-on such as SimVibe or SRS dedicated for shakers. It can be done based on information the game provides to these add-ons such as RPM, gears shifting, and road bumps that the car is hitting. Based on this input, sophisticated software such as SimVibe can generate dedicated audio signals to up to 8 (7.1) mono channels to an additional dedicated sound card that sends them further to the audio amp and to shakers that are positioned in special spots of the simulated cockpit.

    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.

  • 31. Does your platform work with Game Engines and SDK development tools such as Unity3D?

    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.

    SimRacingStudio API

  • 32. Do I need to purchase something else to be able to use your motion simulation platform?

    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.

  • 33. I’m starting from scratch, is there a wheel and pedal/shifter that you feel would work the easiest with your setup?

    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.

  • 34. Where are your production facilities located?

    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.

  • 35. Will I need any additional Software?

    No, we will provide you with the needed software and access to updates for upcoming games.

  • 36. Does your products packages include seat, wheel, pedal, gear shift, and other game controllers?

    DOF Reality ready-to-play includes:

    • Rigid metal rig for normal & F1 pose (except M2 models)
    • Mounts for wheel, pedals, shifter, and (except M2 models)
    • Mounts for seat or sliding rails
    • Integrated power drive motors
    • 110/220v control unit with USB
    • SimRacingStudio license
    • Quick assembly tools
    • 1 year full warranty.

    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.

  • 37. How can I mount Honeycomb Alpha and Bravo controllers?

    3D print or CNC mounts available on hubs.com for the:

    • Honeycomb Alpha and Bravo
    • Knobster Mount
    • Touch Screen Monitor Stand (link)
    • Just Yoke Mounts (link)

    Feel free to explore these links for more information or to obtain the mounts for your setup.

  • 38. Does your platform come with pre-drilled holes for mounting wheels and other controllers?

    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.

  • 39. Can I use your platform with VR: Oculus Rift, HTC Vive, and future products?

    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.

    Here are videos of one of our customers using VR.

  • 40. Will DOF Reality HERO (H) work for me or do I need the Commercial PRO (P) platform?

    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.

  • 41. I have a custom-built rig that already has a wheel, pedals, shifter, and e-brake attached to it. Is it possible to make a DOF Reality for the seat only?

    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].

  • 42. How do you ship your platform to the USA, Europe, and other regions?

    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.

  • 43. How can I get CE and other certificates?

    CE certificate is available for all models.