The U.S. Army Simulation and Training Technology Center (STTC) has been performing research and development in the field of virtual locomotion. This technical challenge has been thoroughly researched for many years and many locomotion concept systems have been designed, developed and studied over the years but yet still a v ariable system is lacking. The basis of these studies is that while immersed into a virtual training environment, a soldier must be able to move a virtual representation (i.e. avatar) of himself in the virtual environment as he moves in the real world. The movements of the virtual character should also provide realistic and human-like motions in order to maintain the soldier's feeling of immersiveness so that he remains focused on completing his mission. As there have been many forms of virtual locomotion, the STTC decided that it would be beneficial to perform a Trade Study of virtual locomotion systems from various companies and agencies. The first goal of this work was to investigate different forms of virtual locomotion systems to determine if there are any links or similarities in developed systems. Another goal was to determine if there were any components that are essential to the design and development of a virtual locomotion system. The last goal was to investigate the systems to identify what system(s) provided the most human-like immersive experience. A number of requirements and metrics were determined along with evaluation scenarios and criteria to quantify them. This paper discusses the results of the study of the virtual locomotion systems, how the systems work and the techniques that allow a user to use the various systems. This paper will discuss various forms of locomotion devices and systems and will present the results, lessons learned and other insights learned during this study.