The U.S. Army Research Laboratory Simulation and Training Technology Center has been performing research in the field of virtual locomotion for multiple years with the main goal of finding the most naturalistic virtual locomotion design. This paper extends the results of a previous study which categorized and defined virtual locomotion technologies for use in immersive dismounted training into an experimentation phase. For the live experimentation baseline, a live Military Operations in Urban Training facility was used. At this facility, data were collected to support metrics provided in the previous study. In order to collect this data, site instrumentation and measurement apparatus were installed for a baseline system reference experiment. For position and accuracy measurements, the instrumentation included a surveyed path with time, space, position indicator sensors and other devices (live video). For fatigue measurement, a heart monitor was used to measure rate before and after the course was exercised. Using this live reference as a baseline, a subset of the key categories defined from the previous virtual locomotion technology study were tested, compared and contrasted to the absolute measurements and metrics collected. The virtual locomotion technology experiments were performed in a controlled indoor facility over a course which technically matches the live experiment. Desktop gaming systems and hybrid capture techniques were chosen as the virtual locomotion systems categories to compare to the baseline. This paper discusses the experimental set-up of each case, the metrics and measurements used to compare and contrast the systems, the results of the experiments, lessons learned, and a summary of results.