Virtual Zombie-Shooting Games

'Zero Latency' is Developing a Free-Roaming Virtual Reality Game

Australian company Zero Latency is trying to create a wireless virtual reality game in which players can navigate highly realistic environments complete with things like zombies. In the words of the Melbourne-based company's co-founder Tim Ruse, "Virtual reality needs its arcade moment."

Zero Latency has developed an 'Inversion Virtual Reality' system that comprises a custom-built backpack which untethers an Oculus Rift headset and headphones from a main computer. An array of cameras locate and track your body and your weapon -- a plastic gun -- as you run around and hide from (and shoot) zombies in a real 50 square meter space mapped to the in-game environments.

The virtual reality gameplay occurs at a smooth and fast 60 frames per second, ensuring that there is no delay between the real-world action of 'firing' a gun and its in-game manifestation.

Wireless Virtual Reality
Developing wireless, untethered virtual reality systems opens up new possibilities for immersive gaming experiences.
Free-roaming Gameplay
Creating virtual reality games that allow players to physically move and interact with the game environment enhances the sense of immersion and realism.
Real-time Tracking Technology
Advancements in real-time tracking technology enable accurate and seamless integration of player movement in virtual reality games.

Where This Applies

Gaming
The gaming industry can leverage wireless virtual reality and free-roaming gameplay to create innovative and captivating gaming experiences.
Virtual Reality
Developments in wireless technologies and real-time tracking systems provide opportunities for the virtual reality industry to enhance user experiences and attract new customers.
Technology
The advancements in wireless virtual reality and real-time tracking technology have implications beyond gaming, such as training simulations, healthcare applications, and architectural design.
SCORE
3.2 out of 10
GENDER
70% Men30% Women
MARKETTop markets: North America, Europe, Asia
GENERATION
  • Gen Alpha
  • Gen Z (primary audience)
  • Millennial (primary audience)
  • Gen X (primary audience)
POPULARITY
Popularity 53%
Activity 34%
Freshness 8%

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