In the years of VR development, travel has been one of the greatest challenges for developers to overcome due to how common motion sickness occurs. This issue is so detrimental to the industry, because of multiple reasons.
To first begin analyzing how a new system could help solve this problem, we should take account of systems that have already been developed.
There have also been developments of physical space movement systems that take the users movement in real-space to travel in the virtual environment. I would like to break these systems into a few categories:
Some developers have begun to experiment with tracker systems to give users a more immersive experience. These systems are typically combined with virtual systems we discussed earlier such as sliding and often involve the player walking in place, swinging their arms, or bobbing their head. They can also require additional trackers on the feet or waist to gain more accurate input about the user’s intended movement. These systems can be quite intuitive, but somewhat cumbersome for users usually physical exertion is not ideal. Especially if you want the user to comfortably enjoy the experience for an extended period of time. When designing a movement system for VR experiences there are a few considerations you should keep in mind.
Sources: Sherman, W. R. (2019). VR developer gems. Boca Raton, FL: CRC Press.
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AuthorInterested in Level design, Procedural Generation, System Design, Geospatial Technology, and many other aspects of Game Development. Archives
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