When it comes to VR gaming, space is always a problem. You either need a large room to move around in, or else you’re stuck with standing in a single spot and all of the motion sickness that comes with it. That’s why my VR headset spends most of its time sitting on a shelf collecting dust. But Virtuix is attempting to solve that with its Omni One for Quest VR treadmill. Now compatible with the Meta Quest 2, 3, and 3s (the headset I own), the Omni One allows you to experience full motion without worrying about running into a wall. The Omni One is fun, but I still need to find a permanent spot for it if I want to have it Living In My GameSpace .
Until recently, the Omni One was a self-contained ecosystem that shipped with a customized Pico 4U headset. There is also a Omni One Core, which is just the treadmill, which can be connected to a PC headset through the Omni app. That same Core unit is now compatible with the Quest. Connected to the Quest via Bluetooth, the Omni One app runs in the background, translating your physical movements to the traditional inputs that would come from your controllers.
The Omni One for Quest arrives in two boxes – the treadmill platform in one and the arm, harness, and accessories in the second. The contents are securely packaged in thick foam, and it took longer to unpack the Omni One than it did to assemble, with the entire process taking less than 45 minutes
The treadmill consists of a 4-foot diameter convex thick plastic dish that sits on top of a large frame. The entire base unit comes almost fully assembled – you only have to add the step, which attaches to the base via two metal supports.
There are two wheels on one end of the frame, so the base can be moved around like a wheelbarrow on flat surfaces. Lifting the entire base is a two-person job, so you’ll need help if you have to carry the Omni One up or down stairs.
Once in place, the final assembly is quick and painless. A height-adjustable arm assembly attaches to the base on one end, with a body harness attaching to the other end. With only a couple of bolts needed to secure everything in place, the included screwdriver is the only tool you’ll need to complete the job. The unit plugs into a regular 120V outlet, so no special wiring is needed to power the unit. Just plug it into the wall, and the treadmill powers on.
The Omni One automatically pairs to the Quest headset via Bluetooth. You’ll also need to search the Quest Store and download the Omni One app, which serves as the hub for the treadmill. Within the app, you can update firmware, check out the compatible games, and track your daily and lifetime steps and miles walked, among other things.
Strapping into the harness is similar to putting on a backpack, with two shoulder straps, a waist strap, and a chest strap connecting you to the arm. Pressing and holding a button on the left strap releases the locking mechanism holding the arm in place, allowing it to rotate freely around the base as you turn left or right. Multiple joints along the arm allow you to lean forward and backward, crouch, and jump, while keeping you centered on the base.
Walking on the Omni One requires placing a set of overshoes over your favorite pair of sneakers. When you take a step, the reduced friction from the soles of the overshoes allows your feet to slide back to the center of the treadmill. The shape of the treadmill makes walking feel a little awkward at first, and I found myself slipping and almost falling several times. Of course, the arm and harness are there to catch you, but it is possible to fall down to your knees.
I would describe the sensation of walking in the harness as being similar to walking up a slight grade with a full pack on your back. Standing still, you don’t actually feel any extra weight, but every step and turn feels sluggish. When taking steps, the curved surface and resistance from the arm result in a shortened stride, and the extra inertia from the arm swiveling behind you makes turning left or right less precise.
It only takes a few minutes to get the hang of walking on the treadmill, and after several hours on the Omni One, I can run, crouch, and jump up several inches (not that my normal vertical is much to brag about anyway). Overall, motion feels more natural now that I have several hours and miles logged on the Omni One, but I’m not sure it will ever feel like a normal stroll down the street – that “pack” on my back just gets less restrictive the more time I spend on the treadmill.
But is the Omni One better than regular locomotion in VR? Oh, heck yeah! Unless you have your VR space set up in a gymnasium, there’s no comparison. You’ll need about a 6’ x 6’ space to use the Omni One without hitting anything with your arms fully reaching outward, but you can actually walk without a limit to how far you can go within that space. You can crouch, lean around corners, run, and, well, basically anything but slide while on the Omni One.
As for motion sickness, I haven’t had any issues with the Omni One. I can usually go about an hour before I start getting a headache or nausea from VR. With the Omni One, I have fully discharged my headset (about 2 hours) multiple times without any negative effects.
No matter how much I’m enjoying the Omni One for Quest, there are still some hurdles to overcome. My main issue isn’t with the hardware; it’s the actual number of Quest games that are compatible with the treadmill. There are currently only 35 Quest games that have Omni One functionality, and just like any VR game library, the overall quality of those games varies widely. Virtuix is continually adding new games to the list – their current coming soon board has 24 additional titles in the works – so the number of compatible games will only grow over time. And if you happen to already use your Quest with Steam VR, you also have access to all of the compatible games on that platform as well.
The other issue to consider has already been mentioned: space. One of the main features of the Quest headset is its portability. As a standalone unit, you aren’t tethered to a PC, and you don’t need a huge space to play. Unlike stationary and roomscale VR that can utilize shared space like a living room during use and then put the headset on a shelf, you have to dedicate at least a 6’x’6 spot for the Omni One. Good luck getting the rest of the family agreeing to leaving the Omni One in the middle of your family room. Even if you already have a dedicated VR room, the Omni One is going to cut into that area. Rolling it around is easy enough, but there isn’t any way to fold up the Omni One into a smaller footprint. It’s all or nothing with this thing.
Final Thoughts
If you’re looking for a Ready Player One experience, the Virtuix Omni One isn’t quite there yet. Obviously, VR in general still isn’t at that level, and the overall experience varies greatly from game to game. Bringing your expectations back into the realm of 2026, the Omni One for Quest takes VR locomotion to the next level. Short of a warehouse roomscale setup, the Omni One gives unparalleled freedom of movement. There is an adjustment period as you get used to movement in the harness, but I continually get more comfortable with the system the more I use it. I still have some issues with strafing, I can’t jump with any kind of accuracy yet, and small movements forward or backward are inconsistent. That leaves me with 90-95% of my movement being done through physically walking on the Omni One, with finer, more precise movements being handled the old-fashioned way. And I’m sure as the platform expands and Virtuix fine tunes their software, that percentage will only climb.
The hardware is excellent. Space and game compatibility are the Omni One for Quest’s weakest points, and at $2,595, those are two very important things to consider. But if you have the space and there’s at least one game you want to play, then the Omni One will increase the immersion and take your VR gaming to the next level.
