EgoGaming Data › VR motion data for research
For VR and HCI Research Labs
VR Head and Controller Motion Data from Real Play
EgoGaming licenses measured 6DoF head and controller tracking from adults playing commercial VR games on their own PC headsets. Motion is recorded at the game’s full frame rate with tracking-quality flags, synchronized with what the player saw, and every session has a written consent record.
Many VR motion datasets are recorded in a lab, on one purpose-built task. Ours comes from ordinary play in commercial games, across many sessions, with players who come back to play again.
What Researchers Use It For
- Motion forecasting: predicting head and hand trajectories a few hundred milliseconds ahead, for latency compensation or rendering.
- Interaction and behavior analysis: how players move, reach and turn across different games and genres.
- Cross-game generalization: training on some titles and testing on others.
- Tracking quality studies: every reading says whether it was tracked or extrapolated, and tracking loss is logged as an event.
- Vision and motion together: the left-eye video shows what the player was reacting to.
What You Get
| Devices | Headset and both controllers, 6DoF, for every video frame |
|---|---|
| Units | Metres in the game’s stage space, y up, floor at y = 0; unit quaternions (x, y, z, w) |
| Rate | The game’s frame rate, about 70–90 Hz |
| Quality | Valid and tracked flags per device and frame; tracking loss and recenter events |
| Also | Velocity, inputs where recorded, hand joints where tracked, gameplay video |
| Files | Parquet, CSV or JSON per session, or RLDS and WebDataset |
Licensing for Research
Academic packs are licensed for non-commercial research, with or without video. You may publish findings, statistics and trained models. You may not share the raw data, try to identify anyone, or use it for surveillance, hiring, credit, insurance or identity systems. If your institution needs a data protection agreement, say so in your request. How licensing works.
Limits to Know Before You Design a Study
- We do not collect age, gender or other demographics today.
- There is no eye tracking, and hand joints exist only where a game used hand tracking.
- Players are mostly in the United States.
- Re-sharing the data with other groups needs a separate agreement that our consent does not cover yet.
- VR motion can identify people, so the data is personal data even though it is pseudonymized; plan storage and ethics review on that basis.
Check It Fits Your Study
The free sample has 100 action clips with the data card. Tell us about your study in the request form.