
Six Directions. Six Different Jobs.
PITCH
Feel the weight shift front to back.
ROLL
Feel the car load into the corner.
YAW
Feel the rear begin to move.
SURGE
Acceleration and braking get their own direction.
SWAY
Cornering can move you sideways, too.
HEAVE
The track can move underneath you.
They Didn't Start With the P6. They Ended Up There.
Six Axes. One Cockpit. Every Direction
Brake hard and the cockpit can move forward. Get back on the throttle and it can move the other way. Throw the car into a corner and the platform can roll, slide sideways, rotate, and react beneath you.
The DOF Reality P6 gives each of those movements its own direction through six degrees of freedom: pitch, roll, yaw, surge, sway, and heave.
And because the entire cockpit moves together, your seat, wheel, pedals, and mounted controls stay with you as the platform moves.
You’re not sitting in a chair that happens to shake.
You’re sitting inside the movement.
The P6 uses game telemetry to turn what the virtual car is doing into motion beneath your body.
Brake. Accelerate. Hit a curb. Climb a crest. Drop into a dip. Lose the rear.
Instead of relying on the same few movements to represent all of those events, the P6 can move forward and back, side to side, up and down, and rotate across three additional axes.
Your monitor tells your eyes what happened.
Your wheel tells your hands.
The P6 gives the rest of your body its own version of the story.
What Arrives With the P6
The motion system is included. Your seat, controls, display or VR setup are the pieces you bring to it.
Product Components
- P6 Motion Platform
- Seat / Sliding-Rail Mounts
- Pedal / Control Mounting Area
- Drive Motors
Included With the P6
- P6 motion platform
- Seat / sliding-rail mounts
- Integrated drive motors
- Control unit with USB
- Sim Racing Studio license
- Required cables
- Assembly tools
- 1-year manufacturer warranty
You'll Add
- Racing seat
- Steering wheel
- Pedals
- Shifter, if used
- Monitor or VR headset
- PC or compatible console
- Racing games
P6 Motion Racing Rig Characteristics
| Degrees of Freedom (Axis) | 6DOF (Pitch, Roll, Yaw, Surge, Sway, Heave) |
| Full Platform Motion | YES |
| Range of Motion | 17° |
| Speed | 75 cm/s (105°/s) |
| Torque | 28 N·m |
| Acceleration | 0.5G all directions |
| Power Consumption | 1500 Watt (peak) |
| Boxes Weight / Size | Box 1: 133 lb (32 × 28 × 12 in), Box 2: 144 lb (32 × 28 × 12 in) |
| Floor Footprint | 4 × 5 ft |
| Material Type | Commercial-grade metal profiles |
| Supported Driver Weight | 440 lb / 200 kg |
| Warranty | 1 year |
| Upgradeable | Final configuration |
Race the Games You Already Play.
Experience the Thrill of Racing and Gaming in Full Motion with P6 DOF Reality®.
Questions Before You Commit?
You’ll provide the racing seat, steering wheel, pedals, optional shifter, display or VR headset, compatible PC or console, and your games.
The motion platform, drive system, control hardware, required cables, Sim Racing Studio license, assembly tools, and 1-year manufacturer warranty are included.
Yes, but motion support depends on the game. Some console titles transmit the telemetry needed to drive the motion platform, while others may require additional hardware or may not support motion output.
Check compatibility for the specific game and console you plan to use before ordering.
Most bottom-mount car and gaming seats will work with the P6.
For the easiest setup, we recommend a standard bottom-mount car seat with sliders or rails, which makes forward/back adjustments quick and simple.
A bucket racing seat is also a good option if you want more side support while the platform is moving. A four- or six-point harness is optional, and a lighter seat helps reduce unnecessary moving weight.
If you use a side-mounted bucket seat, you may also need brackets and sliders.
[Shop DOF Seat Brackets →]
[Shop DOF Seat Sliders / Rails →]
Seat-Mount Dimensions
280 mm deep (front to back)
Mounting widths:
345 mm (13 37/64")
375 mm (14 49/64")
405 mm (15 15/16")
Check your seat and rail mounting pattern against these measurements before ordering.
Not completely. Each platform is assembled, tested, and tuned before shipment, then partially disassembled so it can be delivered.
The P6 requires final assembly when it arrives, and the necessary assembly hardware and tools are included.
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 CompensationIf 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).
- OpenVR Motion Compensation Tutorial Video: https://www.youtube.com/watch?v=1MqGO46xdtI&t
- OpenVR Motion Compensation Install and Setup: https://ovrmc.dschadu.de/en/setup
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.
- HTC Vive/Vive Pro: https://dofreality.com/HTCMotionCancellation.pdf
- Oculus Rift setup: https://dofreality.com/OpenVR.pdf
* 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
- 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
- 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.
- 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
- OpenVR Motion Compensation Tested Devices: https://ovrmc.dschadu.de/en/testeddevices
- XSimulator Motion Compensation Thread: https://www.xsimulator.net/community/threads/openvr-motioncompensation.14576/
- XSimulator Motion Cancellation Thread: https://www.xsimulator.net/community/threads/vr-motion-cancellation-time-to-test.10241/
- HTC Vive Tracker Mount Example: https://www.youtube.com/watch?v=BPmo5kmk5CY
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.
Why Buy Your P6 From Hotshot Hideout?
The P6 is the hardware. We help make sure the rest of the setup makes sense around it.
Get the Setup Right Before it Ships
Seat mounting. A 4 × 5 ft platform footprint. Wheel and pedal compatibility. Console, PC, or VR.
Tell us what you already own and the room you’re working with. We’ll help you identify potential mismatches before a 277 lb shipment is headed your way.
One Room. Fewer Vendors.
The P6 is only the motion platform. A finished setup can also mean a seat, brackets, sliders, controls, displays, VR, and other accessories.
Instead of starting a new search every time you need another piece, Hotshot Hideout gives you one place to build more of the setup around the simulator.