This isn’t always the case however, and incredible experiences can be created in small spaces as well. Most of the time, when we think about games, we think in very large scale instances, where a player will be traversing the entire world. Physically moving around is the next type of locomotion method that we want to discuss, as it’s one that we think is often overlooked. It’s a very easy implementation on our end, and allows us to adapt many types of games to virtual reality, but we think that this form of movement isn’t ideal because the vast majority of players get simulator sickness from it. The basic idea of this form of movement is that you move in the way you would any game currently (forward/backward and side to side just using a joystick), allowing for fast instances of gameplay. That said, we think it has some value for more adventurous players. While we are looking into using this in some of our titles, it is not our preferred form of locomotion because of how easily it causes simulator sickness in players. This is a traditional form of locomotion in games that we explored originally. We will talk about a few of these today, but some of our other methods we are not quite ready to reveal to the public, so we may follow up to these at a later date. Thus, we have explored several options for locomotion in virtual reality. At the same time, we also want to ensure that we do not detract from the experience, and create as immersive of an experience as possible. That said, there are still many things that we can do to help make our experiences more comfortable for everyone, not just a few. Even in the real world, many people still have instances where motion sickness occurs and cannot be easily helped.īecause motion sickness occurs in the real world, we believe that trying to combat all forms of motion sickness is just not realistic. This is very similar to how car sickness works, though mostly in reverse since you are actually moving in a car. For example, if you are moving in virtual reality but not in real life, your brain is aware of this, and begins to make your body sick in order to “protect” itself. This is not an easy problem to solve, as its core issue stems from the disconnect from what your brain interprets as reality, and what is actually happening to your body. While the industry as a whole has made great strides over the past couple of decades, locomotion in virtual reality still suffers from a lot of simulator sickness issues. Virtual reality currently is in its infancy. With that said, let’s go ahead and dive right in to our thoughts on locomotion in virtual reality for today! The Current Generation This week’s post will cover the other half of code from out GitHub repository we discussed last week, involving our teleportation mechanic! We’ve spent quite a bit of time debating how movement in virtual reality works, and want to discuss briefly some of the ideas that we can (for right now), as well as why we think teleportation is here to stay, at least for the time being.
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