I'm assuming with the combination of all the (multiple) inertial sensor data they could probably account for that to a pretty accurate degree.
I wonder if the omni harness was more like a baby bouncer than a fixed support if this would solve those issues:
http://static.toysrus.co.uk//medias/sys_master/8609611006271...
This seems like the biggest remaining problem for creating realistic VR games.
That being said, I still think PrioVR on its own has a lot to offer to games that hasn't been offered before. Imagine a fighting game where you dodge punches by actually ducking down, or a dancing game that can actually capture the full extent of your motion and respond accurately. Both of these concepts could be implemented without any fear of running into a wall, and should present a whole new way to interact with games.