Locomotion
Contents
Locomotion Methods
- See also: Locomotion Methods
Method | Type | Required Devices | Description | Pros | Cons | Creator | Examples |
---|---|---|---|---|---|---|---|
ArmSwinger | Standing Room-scale | Motion-tracked controllers | Players move by swinging their arms as if they are running but do not move their legs. | Works in most types of games and experiences More immersive than teleportation | Cannot use weapons or perform actions with hands while moving. | Http://electricnightowl.com/ | |
Astral body | Seated Standing Room-scale | None | First person when you need to interact with the environment, Third person when you need to run around in the environment | Easy to navigate and interact Clean | Immersion breaking for some | ??? | Https://store.steampowered.com/app/751300/Alice Mystery Garden/ Alice Mystery Garden |
Blink | Standing Room-scale | Motion-tracked controllers | Builds upon Teleportation to create 3 more types of movement techniques called Cinematic Blink, Precision Blink and Volume Blink | Reduce simulator sickness Allows for the scaling of play space sizes | ??? | Cloudhead Games | The Gallery - Episode 1: Call of the Starseed |
Bobbing-Walking | Standing Room-scale | Head-mounted display | Bob or shake the HMD to move, you'll need to run or bounce in place to activate the mechanism, | ??? | ??? | Http://cubic9.com/ cubic9 | |
Charge Float Jump | Standing Room-scale Seated | Input Devices | The longer you hold the jump button, the higher you will rise in the VR space. | Crytek | |||
Climbing | Seated Standing Room-scale | Motion-tracked controllers | Players climb up walls, mounts and other objects by swinging their hands and pulling triggers to grab. | No VR sickness | Can pretty much only travel vertically | Climbey The Climb | |
Cloudstep | Seated | Gamepad | Using the analog stick from a gamepad, players will move in that direction in discreet steps, similar to miniature teleportations. This method removes all vection, hence eliminating simulator sickness with first person locomotion. | Reduces simulator sickness and improve player comfort | ??? | IrisVR VR Bits | Technolust |
Cockpit / Vehicle | Seated Standing Room-scale | None | Have a cockpit around the player prevents VR sickness, it allows most players feel they are within a stable environment | Reduces VR sickness | Only applicable in certain situations such as Driving, Spacecraft and Mech games. | ??? | Elite Dangerous Gunjack EVE: Valkyrie |
Environmental Redirection | Room-scale | None | Design the game in a way to allow the player to move in circles in the play area. Players will never hit physical walls of the play area. | No artificial locomotion or teleport No VR sickness | Requires meticulous game design, large play area requirement | Triangular Pixels | Unseen Diplomacy |
Flight | Seated Standing Room-scale | None | Fly through the air with gaze as directional input. | ??? | ??? | Eagle Flight | Eagle Flight |
Focal Point VR | Seated Standing Room-scale | Motion-tracked controllers | To move small distances, Grip and drag the environment. To move large distances, place 2 focal points on the ground with the controllers then rotate, scale, and translate the world. | No VR sickness | ??? | Albert Hwang | |
Freedom Locomotion System | Standing Room-scale | Motion-tracked controllers | Collection of various standing and room-scale locomotion solutions with CAOTS as its fundation. | Https://hugerobotvr.com/ HUGE ROBOT | |||
HMD Position Acceleration | Seated Standing Room-scale | None | Initiating movement by looking in the direction you want to go. You tilt your head forward, you move forward. Tilt your head backwards, and you go backwards. | Crytek | |||
Hallway | Room-scale | None | Player walks down a long hallway that rotates slightly with each step, forcing the player to turn to the right and leading them to walk in circles around the play area. | ??? | May cause simulator sickness | /u/qwv4851 | |
Handwalking | Room-scale Standing Seated | HTC Vive Motion Controller | …a Virtual Reality experience which takes places in planetary dream worlds. You explore artistically designed planets with a completely new concept, defining and navigating your avatar in a distinctive way, using hand motion controllers. | Reduced till no VR sickness. Easy to handle. Intuitive. Feels rewarding. Gliding possible. | Can only be applied to special movement concepts. | Nico Uthe | Lucid Trips |
Holosphere | Seated Standing Room-scale | Motion-tracked controllers | Whenever you move or rotate, a geodesic sphere appears around your entire view point and blurs everything else in the environment. The geodesic sphere disappears when you stop moving or rotating. | No nausea | Geodesic sphere appears when moving / rotating | Tomáš "Frooxius" Mariančík | Neos: The Origin |
Immersive Movement | Standing Room-scale Running-in-place | Motion-tracked controllers | Hold a button on one of the controllers then run in place to move in VR. | Can use one of the hands to interact with environment while moving | ??? | Https://highsight.itch.io | |
Lean-To-Move | Standing Room-scale | Motion-tracked controllers | Press a trigger on controller to record your origin, lean beyond the boundary threshold to move in game, return to origin to stop | Mitigates VR sickness Frees up the hands while moving Move for longer without being fatigued | Can drift from center of play area, difficult to turn | Https://github.com/Erupac/LeanToMove | |
Ninja Run VR | Seated Standing Room-scale | Motion-tracked controllers in both hands | Stretch both arms in the opposite direction of your desired movement while lean in the same direction of desired movement | No nausea or motion sickness | Takes time to travel, can be tiring over long distances | Sean Hall | Shaolinja |
Omnidirectional elevator | Room-scale | None | An elevator that can go in All directions | Fun Simple Not exhausting | Picky people will claim it makes them feel sick, Players are locked to their elevator. | ??? | ??? |
PocketStrafe | Standing Room-scale Running-in-place | Smartphone | Run PocketStrafe app on the smartphone, place the smartphone in your pocket, run in place to move. | Unlike other running-in-place locomotion methods PocketStrafe frees up the hands and the controllers. | Requires smartphone | Http://www.coolfont.co/ Cool Font | |
Pull | Seated Standing Room-scale | Input Devices | Pulling the environment around you with your hands. | Makes you feel a bit like superman. | Feels super awkward, does not work well in multiplayer. | ??? | ??? |
RIPmotion | Standing Room-scale Running-in-place | Motion-tracked controllers | Put hands at your hips, press a button on each controller and run in place to move | Proprioceptive and vestibular engagement Immersion Decouples head and body movement Fitness VR sickness reduction | Cannot interact with object with hands while moving, | Http://smirkingcat.software/ripmotion/ Ryan Sullivan | |
Real world space | Room-scale | None | Users move in real world spaces. | Very realistic and immersive | Cannot function with large movements, Spaces are often limiting, spaces have to be designed for physical movement | ??? | ??? |
Room-scale vehicle | Room-scale | Motion-tracked controllers | Entire play space becomes the inside of the vehicle, operate the controls in the vehicle to move the vehicle | ??? | ??? | Hover Junkers | Hover Junkers IronWolf VR |
Shoot'n'Pull | Room-scale Standing | HTC Vive Motion Controller | Tower Tag offers an intuitive method of movement which gives the game a very dynamic gaming experience without the risk to cause motion sickness. Despite the relatively small space requirements. | No VR sickness. Easy to handle. Intuitive. Feels rewarding. | Fits only to one movement concept. | VR-Nerds GmbH | Tower Tag |
Skier | Room-scale | Motion-tracked controllers | Moving the controllers backwards and below your waist causes the skier to propel himself forward. | ??? | ??? | /u/qwv4851 | |
Snap N'Motion | Room-scale | None | When the player is about to hit a wall in real life, the character in VR instantly turns 180 degrees (face backwards). It forces the player to turn around in real life in order to move forward again. | Room-scale VR experience with limited physical space. | Constantly changing directions can be disorientating and unnatural. | RetroPlayGamerTV | ??? |
Swimming | Standing Room-scale Seated | Motion-tracked controllers | Hold the triggers on the controllers then stroke or peddle to move. | ??? | Only used for water and underwater environments. | ??? | Ocean Rift |
Teleportation | Seated Standing Room-scale | None | Look or point in the direction you want to go and click a button to warp. | Intuitive Understandable Simple No VR sickness | Immersion breaking, Exhausting, confusing in move from point A-B puzzle games. | ??? | Budget Cuts Vanishing Realms The Lab |
Third-person | Seated Standing Room-scale | Gamepad | Player's POV trails comfortably behind their character, works for third-person games with gamepads | Very easy to implement No need for motion-tracked controllers | Less immersive, can cause VR sickness | Lucky's Tale | |
Tunneling | Seated Standing | Gamepad | The face-locked viewport ("tunnel") displays continuous motion and allows the user to steer the player like an FPS-style game. The peripheral view remains at the point of origin, so there is no controller-induced vection in the periphery. | Reduces VR sickness when moving with controller / gamepad | ??? | ??? | ??? |
WalkAbout | Room-scale | Motion-tracked controllers | After reaching edge of playable space', virtual world is blurred and grid appears. Virtual world shifts to encompass open play area, forcing player to turn and face it. At this point the virtual world comes back into focus and grid disappears. | ??? | ??? | Tekton Games | The Dark Within |
World Rotation | Seated Standing Room-scale | Motion-tracked Controllers | You pull a trigger, then move the controller left or right to rotate the world. | Crytek | |||
World Rotator | Room-scale | None | Moving to the edge of the play area causes time to freeze and locks the world to the player's rotation. A HUD appears and shows the amount of open space in front of the player. | ??? | ??? | /u/qwv4851 |
Problems and Solutions
Sitting
Standing
Room-scale
Locomotion in virtual reality presents many problems and many opportunities to innovate. Aside from traditional input devices like mouse, keyboard and gamepad, the most obvious method of locomotion is simply walking around within the range of the positional tracking devices. One problem presented by "walking" is the available space of the room. Physical obstacles such as walls and objects will prevent the user from advancing. One solution to this problem is a omni-directional treadmill such as Omni. Another option is to use teleportation or elevators to virtually transport the user to a new environment while keeping the physical space the same.
HTC Vive is the first consumer VR Device to offer a room-scale experience. Oculus Rift CV1 and PlayStation VR emphasize more of a seated experience.