VR Power Requirements: Planning a Venue’s Load | LEKE VR

Power is the constraint that arrives last and costs the most to fix. Operators spend months choosing attractions, then discover during fit-out that the unit’s existing supply will not carry the floor — and that upgrading it means a conversation with the landlord, a licensed electrician and the local authority, in that order, after the equipment has shipped.

Getting vr power requirements right is not complicated, but it has to happen early and it has to be done from real numbers. This article sets out the actual vr power requirements per machine for the formats most venues install, why several of them need a dedicated circuit rather than a shared one, and how to add up a floor before you commit to anything.

Typical supply
220 V single phase

Largest single unit
25.45 kW

Longest single circuit
10 kW

Reach rule
Within 3 m

What this article gives you
  • Real per-machine load figures, so you can size a floor from published data rather than from a guess.
  • Why several attractions require a dedicated circuit, and what changes on the floor when they do not get one.
  • A three-step way to add up a venue, plus the short list of documents to request from any supplier.

1. Why Power Comes Before the Equipment List

Every other constraint in a venue project can be worked around, but vr power requirements cannot. A column can be designed around. A curved wall can be turned into an advantage. A ceiling can sometimes be raised. Supply capacity is different: it is set by the building, the incoming service and the distribution board, and in a leased retail unit you usually cannot change it without the landlord’s agreement and a licensed contractor.

That makes power the one input worth checking before the equipment list is final, not after — and it is the step most vr arcade setup guides skip. The sequence that avoids the problem is straightforward.

Step 1 — find out what the unit has
Ask the landlord for the existing vr venue power supply capacity and where the distribution board sits. This is a document request, not a site visit, and it costs nothing to make early.

Step 2 — add up the vr power requirements
Use published commercial vr equipment power consumption figures per unit, not an assumed average. Section 2 lists real figures; they range from 1 kW to 25.45 kW, which is a factor of twenty-five.

Step 3 — compare against the vr power requirements
If the floor does not fit the supply, change the equipment mix rather than the building. Swapping one large-format machine for two smaller ones is usually cheaper than an electrical upgrade.

The asymmetry to remember. Changing an equipment list costs a conversation. Changing a building’s supply costs money, time and someone else’s permission — and it happens on the landlord’s schedule, not yours.

2. Real Per-Machine Loads

These are the published vr power requirements for the formats most commercial venues install. Use them as the starting point for a load calculation — and note that the spread is far wider than most operators expect.

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AttractionLoadSupply
Immersive Tunnel Ride
Large-format arc-screen ride
25.45 kW220 V
9D VR Cinema — 9-Seat20 kW—
9D VR Cinema — 6-Seat10 kW220 V · dedicated
VR Chair 360 — single5 kW110 / 220 / 380 V
4-Seat 9D VR Cinema5,000 W220 V
Space Shuttle 2.03,500 W220 V
2-Seat 9D VR Egg Chair3,500 W—
4-Player VR Standing Platform3,000 W220 V · dedicated
Commercial Car Simulator 3-DOF2,500 W220 V
Speed Racing VR Motorcycle1,750 W220 V
Commercial VR Racing Simulator1,000 W220 V
Self-Service VR Stand Station1,000 W—
AR Shooting Arcade — 4P—220 V · dedicated

Two things stand out in these vr power requirements. The first is the range: a self-service stand station draws around 1 kW while a large arc-screen ride unit totals 25.45 kW, so for an indoor entertainment venue “how much power does a VR machine need” has no single answer and any supplier who gives one should be asked for the schedule instead.

The second is that the big number is usually one machine, not the sum of many. That matters because it concentrates the problem: a single 10 kW attraction cannot be spread across several small circuits. It needs its own.

3. Dedicated Circuits, and Why They Keep Appearing

Read enough equipment specifications and the same sentence recurs in every set of dedicated circuit requirements: a single dedicated 220 V circuit, with the electrical access panel within a short distance of the machine. It appears across cinema formats, standing platforms and shooting cabinets, and it is not a marketing preference — it is how the machine is built.

A motion platform draws its current in bursts. When the base accelerates, it pulls far more than its idle figure for a fraction of a second; when it decelerates or reverses, the demand swings again. Put that on a circuit shared with lighting or a refrigerator and the consequences show up in the guest experience before they show up in any log: a brownout mid-cycle, a controller that resets, a screen that flickers at the worst possible moment.

Shared circuit → shared failure
One machine’s motion spike becomes every machine’s problem. Diagnosis is slow because the fault appears on a machine that is not the cause.

Dedicated circuit → clean isolation
Each attraction fails alone or not at all, and maintenance can isolate one machine without taking the floor down with it.

The distance requirement follows from the same logic. A short run from the machine to its access panel keeps the installation simple and the voltage drop small; a long cable run across a venue introduces resistance, and on high-draw equipment that resistance becomes heat and lost performance. It also matters practically: an access panel three metres away can be reached by a technician; one at the far end of the unit means every service visit starts with moving equipment.

Design consequence, worth deciding early. If several attractions each need their own circuit with a panel within a few metres, the distribution board has to be positioned centrally rather than tucked into a corner. That is a floor-plan decision, and it is much easier to make before the layout is fixed.

4. Adding Up a Floor

The arithmetic behind vr power requirements is simple addition, but three ideas make the result realistic rather than alarming.

1
Connected load is not running load
The figure on a specification is the maximum the machine can draw at once, not what it consumes continuously. A 3,500 W cinema pod does not sit at 3,500 W for the whole session.
2
Simultaneity is the number that matters
Not every attraction peaks at the same second. Sizing for the theoretical total of everything at maximum produces a supply far larger than the venue needs — and a cost far higher than the project deserves.
3
Headroom is not optional
Add capacity for the lighting, the point-of-sale system, the air conditioning you may add later, and the machine you will inevitably want to install in year two. A supply sized exactly to today’s list has no room to grow.

A worked example makes the shape of vr power requirements clear. Take a mid-size floor of six attractions: a 4-seat cinema at 5,000 W, a standing platform at 3,000 W, two racing simulators and a motorcycle at 1,000 W, 1,000 W and 1,750 W, and a self-service station at 1,000 W. Added together that is 12,750 W — about 12.75 kW of connected load across six machines, which is roughly half of what a single large-format arc-screen ride draws on its own.

That comparison is the point. Six attractions and one attraction can demand very different things from a building, and the equipment mix is therefore an electrical decision as much as a commercial one. This is also where the per-machine loads become useful in a different way: they let you see, before ordering, whether a floor plan is electrically modest or electrically aggressive.

Do not treat these vr power requirements as your final calculation. The arithmetic above is for planning and comparison. The actual supply assessment, circuit design, cable sizing and protection must be carried out by a licensed electrician against the wiring regulations that apply where you operate — and it should be based on the equipment schedule, not on this article.

5. Five Ways Power Planning Goes Wrong

These are the vr power requirements failures that repeat across venue projects, in roughly the order they tend to surface.

Scroll to see all columns →
What goes wrongHow to avoid it
Ordering before checking the supplyMake the landlord’s capacity figure the first document in the project folder. It costs one email.
Sharing a circuit between attractionsFollow the dedicated-circuit requirement in each machine’s specification. It exists because of how the machine draws current.
Putting the access panel too far awayPosition the distribution board on the plan, not after fit-out, so every machine can meet its reach requirement.
Sizing with no headroomInclude lighting, POS, HVAC and a margin for expansion in the brief you give your electrician.
Accepting a single total instead of a scheduleAsk for the connected load per unit. A total tells you nothing about which machine needs which circuit.

6. What to Request From a Supplier

A supplier who understands vr power requirements will have this information ready. If they do not, that tells you something about how the project will go after the invoice is paid.

Connected load per machine
A line-item figure for each attraction, in watts or kilowatts, not a single venue total.

Voltage and phase per machine
Most commercial formats run on 220 V single phase, but some models offer a choice of 110 V, 220 V or 380 V — and that choice changes the installation.

Which machines need a dedicated circuit
Ask explicitly, per model, and ask for the maximum distance between the machine and its access panel.

A layout that reflects the electrical constraints
The best time to discover that two high-draw machines want the same panel position is on the drawing, when moving one costs nothing.

LEKE VR manufactures the equipment and operates its own venues, so this information comes from the team that builds the machines rather than being relayed from a third party. For a project it produces a CAD plan and a 3D visualization as standard, with a machine list and connected load per unit — which is exactly the document an electrician needs to start from.

On the equipment side, machines supplied by LEKE VR carry ISO 9001:2015 quality management alongside CE, FCC and RoHS conformity, with testing by TÜV Rheinland and SGS. Those certifications speak to the equipment; the supply capacity, circuit design and installation of an indoor entertainment venue remain the responsibility of the operator and their licensed contractor.

Handled in the right order — capacity, then loads, then layout — vr power requirements are a short conversation at the start of a project. Handled last, it is the reason a venue opens a month late.

FAQ

How much power does a commercial VR machine need?
The vr power requirements of a single machine range from roughly 1,000 W for a self-service stand station or racing simulator up to 25.45 kW for a large-format arc-screen ride unit. Because of that spread there is no useful single figure — ask for the connected load per machine, then add them up for the floor you are planning.

Do VR attractions run on single phase or three phase?
Most commercial formats are specified for 220 V single phase. Some models offer a choice — the VR Chair 360, for example, is available in 110 V, 220 V or 380 V configurations — so confirm the version being quoted rather than assuming. The supply arrangement is a decision for your electrician.

Why do some machines need a dedicated circuit?
Motion equipment draws current in sharp bursts rather than steadily, so sharing a circuit introduces voltage fluctuation that affects every machine on it. A dedicated circuit isolates each attraction, which both protects the guest experience and makes faults far easier to diagnose.

What does “access panel within 3 metres” mean in practice?
It means the point where power connects to the machine should be close to the machine itself, rather than at the far end of the unit. A short run keeps voltage drop low and lets a technician reach the connection without dismantling the floor. It is a placement constraint on your plan, not just a cable detail.

Can I add up the connected loads myself?
You can and should add them up for planning — it tells you whether an equipment mix is electrically modest or aggressive, and whether it suits the unit you are looking at. What you should not do is treat that total as a final supply design. Circuit sizing, cable selection and protection belong to a licensed electrician working to the regulations in your market.

Should I size electrical load planning for everything running at once?
Not literally — attractions do not all peak simultaneously, and sizing for that theoretical maximum oversizes the supply and the cost. But you do need headroom for lighting, point-of-sale, future air conditioning and the machine you will want to add in year two. Your electrician can help you strike that balance from the real schedule.

What if the unit’s supply cannot meet the vr power requirements?
Two options: upgrade the supply with the landlord’s agreement, or change the equipment mix. In most projects the second is faster and cheaper — substituting a large-format attraction for two or three smaller formats usually brings the load down substantially while keeping the floor commercially varied. Decide which route you are taking before ordering anything.

Does the machine weight matter as well as the power?
Yes, and it is a separate question from power. Motion equipment is heavy — a Space Shuttle 2.0 unit is around 651 kg and a racing simulator around 303 kg — so on an upper floor the structural loading matters as much as the electrical one. Ask for both figures at specification stage.

Get the Load Schedule Before You Draw

Tell us the attractions you are considering and the unit you are working with. We will return the connected load and voltage per machine, flag which ones need a dedicated circuit, and show how they sit together on a CAD layout — so your electrician starts from real numbers.