Spacelegs and locomotion mechanics in VR

Teleportation is probably a no go...
I do hope they will support roomscale and motion controllers, with trackpad motion...

-Roomscale movement, with 360° headtracking for rotation...
-Motion controller based aiming...

-Physical vest / harness / belt type inventory...
-Manual reloading...
-Physics objects...
I completely agree with this. I think as a comfort mode for those that don't like artificial motion they could implement some sort of blacked out/blurred out tunnel vision or something. Of course this comfort mode would be optional.
 
I completely agree with this. I think as a comfort mode for those that don't like artificial motion they could implement some sort of blacked out/blurred out tunnel vision or something. Of course this comfort mode would be optional.

Teleportation is sadly a must have for room play.
Not as maybe a primary way of movement but as a way to move the play space in a much larger virtual world.

Problem is. Often you have to physically move yourself in contrast to where you want to be and then teleport the play area to a better position.
And so end up being the easiest method of locomotion in room games.

I certainly don't like that and I would prefer something else.
But the omnitrix treadmill or the like still are far from ready. If they where I would pre-order one in a heartbeat.
But we do really need something to take the "room" out of room play..
 
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Why may I ask is teleportation at must with Vive controllers? They work perfectly fine with traditional locomotion methods via the controllers track pad. I'm not sure how teleportation would work in a multilayer environment played with non teleportation players, surely your screen would have to remain black while the other player watched your in game avatar move to where you magically appear? Would that not leave you vulnerable to being shot? If that didn't happen it would a) break immersion for other players and b) give you a huge advantage of being imune to gun fire unless stationary.

That's fair opinion, from a competitive point of view. But at the same time, the immersion of naturally walking and using your hands to do stuff like open doors, shoot guns, press buttons, pull levers, is SO much better than just using a gamepad or the keyboard. Maybe if we find a compromise and only enable teleportation when not in combat?
 
That's fair opinion, from a competitive point of view. But at the same time, the immersion of naturally walking and using your hands to do stuff like open doors, shoot guns, press buttons, pull levers, is SO much better than just using a gamepad or the keyboard. Maybe if we find a compromise and only enable teleportation when not in combat?

There is no immersion with teleportation, by its very nature it is immersion breaking . Motion controls I agree with you, that are fantastic. Teleportation is just a crutch, a band aid for the sim sick prone new comers to VR and that small percentage that cannot overcome it. Any period of blackness during any form of transition of space is an immersion breaker, the game becomes a slide show.

Have you tried to build up your VR legs? The longer you depend on something like that the longer it will take you to adjust. I know that Valve push it, but let's be honest, it's in their interest to.

Maybe a solo mode only teleportation option would be feasible, but wouldn't it be great to be a stow away? Take someone's ship at gun point using the element of suprise? How could it be possible if the pilot could Magically teleport behind me and shoot me in the back of head? What am I saying... Until the logoff ski crowd are curbed that would never even be a possibility. So sad.
 
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Thumbstick control, or equivalent on a trackpad, is entirely out, as far as I am concerned; I am not interested in remote-steering a motorised wheelie bin with a camera on top.

Note that I am not saying teleportation is the only option to it, nor would I ever try to take it away from anybody; You do you.

I want smooth motion too, but it has to be smooth motion that feels at least halfway natural, and has a decent level of connection to your body.
As previously mentioned in this thread, I favour well implemented walking in place (with foot tracking, etc), as a complement to room-scale free moving about (basically replacing the teleportation element, in currently common context), but the least I could accept, would be simply pointing at a spot on the ground and holding down a button, to walk in that direction, with your velocity being determined by how far away from yourself you point. (EDIT: Hold your aim on one spot, while approaching it, and you will inherently slow down and come to a stop in a semi-natural manner)

As for omnidirectional treadmills; I'd love a good one! ...but the "slidemill" type does not qualify.
 
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There is no immersion with teleportation, by its very nature it is immersion breaking . Motion controls I agree with you, that are fantastic. Teleportation is just a crutch, a band aid for the sim sick prone new comers to VR and that small percentage that cannot overcome it. Any period of blackness during any form of transition of space is an immersion breaker, the game becomes a slide show.

Have you tried to build up your VR legs? The longer you depend on something like that the longer it will take you to adjust. I know that Valve push it, but let's be honest, it's in their interest to.

Maybe a solo mode only teleportation option would be feasible, but wouldn't it be great to be a stow away? Take someone's ship at gun point using the element of suprise? How could it be possible if the pilot could Magically teleport behind me and shoot me in the back of head? What am I saying... Until the logoff ski crowd are curbed that would never even be a possibility. So sad.

I'd definitely prefer a holodeck, but for now in regular sized rooms, teleportation is the way to go. Not everyone has room for a treadmill, and I'm sure they are not cheap either. So if we have to choose between a gamepad and teleportation, I'll choose the teleportation every time.
And I'm ok if it's only for Solo. Makes sense.
 
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I'd definitely prefer a holodeck, but for now in regular sized rooms, teleportation is the way to go. Not everyone has room for a treadmill, and I'm sure they are not cheap either. So if we have to choose between a gamepad and teleportation, I'll choose the teleportation every time.
And I'm ok if it's only for Solo. Makes sense.

Teleportation is the worst element of VR if forced on players, it is immersion breaking for both the user and those present in the virtual world when it is used. I understand that it is used in room scale to cover the deficiencies of the concept, the limited size of your playspace. However to transverse large areas of space you need artificial locomotion.

Elite is not a room scale game. I assume we'll get whatever the standard players get but in VR when it comes to the first person walking mode. Just like every other element of the game.
 
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As said before, teleportation is not required to make use of roomscale.

Windlands, Vivecraft and XLR all have artificial motion with roomscale. In these games you primarily move around using the controller, but can also stop and explore the room area by walking around normally.

This really is the best of both worlds, at least for those who aren't bothered by artificial locomotion.

Raw Data also has a movement system where the teleportation is replaced by a very fast, blurred "dash". It's less damaging to immersion than straight teleporting, while conferring many of the benefits.
 
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Good ole strategy game motion, click to walk (not teleport) there, while leaving you the freedom to sidestep, duck or jump, using your roomscale tech. At best allowing you to change the target point during the way. While the game moves you to the target in the most non nauseating way, you have hands and view free to look, shoot, check wrist holo menu or else.
 
That's pretty much exactly how xlr does it. The most non nauseating way translating to no acceleration or deceleration. Which makes sense i guess as in physics constant linear motion is no different from standstill.
 
personally i hope FD choose to do EVA in more of an "Adr1ft" type manner than COD in space.

if they do this is makes locomotion in VR far more forgiving, and feels suitably "spacy" as well rather than just another FPS shooter that happens to be in space.

with no gravity - unless in a station - even inside stuff would (/should) be very slow and considered and not running about imo as even if walking it would be by using magnetic boots... but i would imagine most of the moment, at least in its 1st season of implementation will actually be floating rather than running.

again this would make locomotion in VR much easier (ie using a small jet pack etc)
 
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On the vive i have found the solus project being the best in terms of moving around. you can have teleport, vive trackpad movement, joystick or just a mix. i tend to use the vive controllers and trackpad around between rooms then teleport and roomscale around when im in an area i need to concentrate.
 
One of the best features would be to have a quick-switch between HMD and 2D normal monitor display.
Then players who can't hold a barf when walking around in VR could at least get around in 2D.

I have no issue in VR locomotion - it feels a bit odd at first, but so did the SRV. Many will get used to it.
 
There's a VR FPS currently in alpha called Pavlov with a hybrid locomotion system they call "OOB locomotion" which feels like teleporting to the player doing it but looks normal to other players in MP. Something like that could work.
 
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I'm all in for traditional locomotion. If VR is going to be the thing in future, then the brave VR owners need to get used to it. Teleporting and other workarounds are just a limitative solution. And of course touch/vive controller support for the whole game would be awesome.
 
I haven't tried walking around in VR yet, other than around the cockpit or SRV, but I really don't like the teleportation method I've seen - talk about immersion breaking! I'd just assume stay seated, and maybe have some fixed transitions like for getting out of the pilot's seat and standing up. I'd like to stay seated for walking down corridors and etc, but I could see some room scale/standing being an option in some situations. I think it's a pain to get out of and back into the chair while in VR, so I hope they keep a fully seated option. Of course, you can still reach out and touch with hand controllers.

And with my knees, if I crouch or drop to the ground, I'm probably not getting back up.
 
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Immersion, such a subjective thing... masslessly sliding around without feeling the accelerations isn't super realistic either, and some people argue it's worse for them than teleporting.

Usually the ones most vocally opposing teleportation are the people who haven't tried VR themselves. Non-VR people may have difficulty understanding it, but in VR even the most outlandish and bizarre things feel more immersive by many orders of magnitude than anything on a flat, rectangular screen. Even doing something that sounds patently impossible, like blink teleporting around with the press of a button feels more immersive than any flat FPS game ever could. VR games don't really need to go out of their way to make the player feel immersed, it's just something you experience by default.

I myself prefer locomotion, but I never felt like teleportation ruined a VR game for me.
 
What about pedals for walking and controllers for drifting in 0g? No need to get up from your chair...
 
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