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Feel Three


Feel Three

Virtual Reality Motion Simulator

Feel Three is the Motion Simulator for Virtual Reality that puts you in the center of the action.


During summer 2018 a successful campaign on Kickstarter was launched with the project being a 363% funded through our great teamwork on this awesome project.

Now is your chance to race Monte Carlo, try your odds in an asteroid field or fly a Spitfire literally by the seat of your pants. We have an incredible 90+ degrees of roll so you’ll feel every hairpin turn like you’re there and enough pitch pushing you back to make you think you’re on a Falcon 9.

Kickstarter promo video.


///An affordable, modular and customisable simulator that puts you right in the game./


Spheres are strong, stay safely in the middle of the sphere with motors hidden in the base.


Add panels, motors or new cockpits to drive cars, fly planes or race bikes. Make it your own.


Add panels, motors or new cockpits to drive cars, fly planes or race bikes. Make it your own.


We have an incredible range of motion, 100° of Pitch/Roll and 5 Full rotations in Yaw for total immersion. 


80+ Game support, every major headset supported plus classic game and „motion movie” mode.

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///and feel like you're there/

Virtual reality means that players are now able to experience racing and flying games with an amazing amount of realism, but while their eyes are telling them they’re zooming through a rocky valley, their body doesn’t move. By adding full body physical feedback, players can feel the thrill of moving at high speed with none of the danger.


Motion simulators are traditionally beyond the budget of most gamers since they use hugely expensive linear actuators that only have a limited range of travel, but the Feel Threes motors quickly rotate the user instead. By pitching the sim backwards and forwards in concert to the game you feel acceleration and deceleration as the weight of your body is pushed backwards into the seat and released, while turns are felt with large rolls to the side.  

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///infinite possibilities/

Most other sims have a small range of motion, so they try to intensify the experience by translating every tiny movement you might feel. They can’t generate g-forces for acceleration and turning, but instead simulate every minor bump in the road. This might be fun for a while, but they’re really just shaking your head around. Instead we put the bumps through our tactile transducers and leave the g-forces to our incredible 100 degrees of pitch and roll. You get all the fun of the track and none of the neck ache.



The simulator is a half sphere which sits in a base containing wheels and motors to move the user in three degrees of rotation: pitch, roll and yaw. Because the center of gravity is at the center of the sphere there is no lifting, and the simulator is very easy to move.

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 The wheels in the base are omniwheels, which have multiple rollers, so they can add force in one direction while not interfering with the other motors.

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Tactile transducers add vibration from the game in several places to increase immersion. These small, powerful devices let you feel your engine revs, gunfire and other impacts and are placed by your feet, hands and back. 

tracker near the players head constantly updates the orientation of the sphere and cancels the movement of the simulator from the players view. The simulator can accommodate users from children to tall adults, we support every type of controller and they can be quickly changed.


///independent review/


/// divide and conquer/

Frederik Vanden Borre


Dylan Bevan


Mark Towner



Daniel Sikar

ML Code

Ivan Motsch

Control Code

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