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Locomotion

8 bytes added, 12:09, 14 December 2015
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===Cloudstep===
{{#ev:youtube|bsu8zjcTEH4|300|left|Cloudstep demonstration}}
Created by [[IrisVR]] and [[VR Bits]], [[Cloudstep]] is a zero [[vection]], first person locomotion method originally developed for [[Technolust]]. Using the analog stick from a gamepad, players will move in that direction in discreet steps, similar to miniature [[#Teleportation|teleportations]]. This method removes all vection, hence eliminating [[simulator sickness]] with first person locomotion. Vection is the enemy of VR. As Amity explains in the clip below, when your see the world move around you and you don't feel the Gs, your brain thinks you're poisoned.
*Cloudstep is designed for a [[#Sitting|sitting]] playing experience.
===Tunneling===
{{#ev:youtube|lKnM5gC-XpY|300|right|Tunneling demonstration}}
This experimental technique is called Tunneling (because of its similarity to "tunnel vision") is an attempt to marry the strengths of both continuous and instantaneous locomotion. The idea is to confine controller induced [[vection ]] to only a small central region of the view. This little face-locked viewport ("tunnel") displays continuous motion and allows the user to steer the player just like they normally would in an FPS-style game. Meanwhile, the peripheral view remains at the point of origin, so there is no controller-induced vection in the periphery. This allows the user to feel grounded and motionless while simultaneously steering the player with the first-person viewport. After the movement is complete, the periphery automatically snaps to the new player position, but the snap feels seamless because there is no disruption in the forward view. It simply expands to fully engulf the user.<ref name="tunneling">http://www.mtbs3d.com/phpBB/viewtopic.php?f=138&t=21585</ref>
So how does it feel? Not too bad in my opinion. The visuals can be slightly confusing if you are not prepared for it or if you pay attention to the periphery. But when you become engaged in the center view, the sides fade away from your attention - just as the "tunnel-vision" namesake suggests, and controlling the character feels as natural as any FPS. Once you stop to get your bearings, the periphery snaps to your location affording you a fully immersive view exactly when you need it. It's a pretty good compromise, or as one of my colleagues put it ... "hey you know, this doesn't completely suck." Which is about all you can hope for when dealing with the intractable problem of VR locomotion.<ref name="tunneling"></ref>
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