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Locomotion in VR (Gear VR)

motorsep
Rising Star
I finally tried 3 games - Dreadhalls, Herobound and Smash on Gear VR. While I was planning on using a gamepad to move around in my VR experience, after playing those games I think I have to rethink whole controls scheme all over again.

After trying Dreadhalls, I can say that moving in VR using gamepad is a no-no (maybe it depends on movement speed too). No side stepping, no moving backward, no fast movement. I got sick almost immediately playing Dreadhalls. It's a beautiful and atmospheric game, but I don't think standard FPS locomotion is valid in VR.

Smash and Herobound were pretty cool all around.

I think moving inside VR world is the biggest obstacle to overcome when it comes to comfortable experience. What do you think about this subject ?
28 REPLIES 28

motorsep
Rising Star
It certainly does. Just take it easy, don't force yourself.

It took me months to get stronger VR legs in experiences / games deemed "comfortable for many".

BloodyBastard69
Protege
Thanks, that's good to know. Everything else has been fantastic. I've played many demos and have been blown away. It's just when I can move using the joystick and also look around freely that I seem to get sick.

motorsep
Rising Star
Here is another wip of my locomotion implementation:

https://www.youtube.com/watch?v=sc7-lrGEpQ4

Fulby
Heroic Explorer
Nice video. Is the granular dissolve (not sure if that's the proper term) just for style or does it have a functional purpose?

motorsep
Rising Star
Thanks. Just for show. Can be just plain fade.

SMBNikola
Honored Guest
I am wondering if someone tried mechanics of pendulum. Not exactly pendulum but type of motion when you try to stabilize stick on a finger. The idea is to move body in space but to always have down force paralel to central axis of the body which represents central axis of player perpendicular to the floor. I think this kind of mechanics is used in "Ripcoil" and that has positive efect:
http://www.roadtovr.com/ripcoil-oculus-touch-rift-fast-locomotion/

Anonymous
Not applicable
I find it doesn't make me sick as long as I have a static point of reference. hence why cockpit games seem to be fine even when moving erratically. There is potential for a movement based system using your hands as anchor points. or using your hands to directly operate your movement with a wheelchair or some such futuristic device.

Anonymous
Not applicable
I don't get sick from click to teleport or free motion in VR. It's really frustrating because it makes it harder for me to understand the end user.

It's a tangent but I looked into all the ways to implement click to teleport. Here's a great post: https://developer.oculus.com/blog/teleport-curves-with-the-gear-vr-controller/. I also created a video and tutorial on the first approach, would love to make more if people are interested: https://www.youtube.com/watch?v=DRzGEHZKeic

Anonymous
Not applicable
@nilstastic how did the jumping go? Would love to try that out!