Oculus recently published the first installment of their ‘Developer Perspectives’ video playlists, detailed on the developer blog. Crytek’s VR movement research is presented by Julius Carter, Game Designer at the studio behind award-winning VR games 

Artificial VR locomotion—moving the player around the virtual world in ways that takes them beyond their available physical space—is an ongoing challenge for VR developers, due to the need to traverse virtual environments larger than the real play space, and its potential to cause disorientation and nausea if done incorrectly.

In order to figure out what would and wouldn’t work in the context of VR locomotion, Crytek has run a vast number of experiments, many of which informed the locomotion design of their first two VR titles, The Climb and Robinson: The Journey. Over the coming weeks, Crytek says they they will publish some 40 videos exploring those experiments and the thinking behind them. The videos will be added over time to this YouTube playlist which presently has seven already published:

Some conventional locomotion techniques, established over decades of screen-based game development, such as WASD, joystick inputs, and button sprinting can cause discomfort for some users in VR, whereas others, such as button jumping, don’t seem to be much of a problem. Alternative rotation methods like snap turning or ‘compass rotation’ have proven to be successful at reducing the chances of nausea, and variations of this are found in many VR titles as a ‘comfort mode’ option.

These methods, together with some problematic alternative tests, such as ‘scaling rotation’, where real head rotation is amplified in VR, are explained in the first set of videos. Carter also describes the importance of using an appropriate test environment for the type of experience you’re creating, and the challenges involved in testing so many types of locomotion. Much of this information will be familiar to VR developers, but it’s a useful starting point for those new to the medium.

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The trial version of Microsoft’s Monster Truck Madness probably had something to do with it. And certainly the original Super Mario Kart and Gran Turismo. A car nut from an early age, Dominic was always drawn to racing games above all other genres. Now a seasoned driving simulation enthusiast, and former editor of Sim Racer magazine, Dominic has followed virtual reality developments with keen interest, as cockpit-based simulation is a perfect match for the technology. Conditions could hardly be more ideal, a scientist once said. Writing about simulators lead him to Road to VR, whose broad coverage of the industry revealed the bigger picture and limitless potential of the medium. Passionate about technology and a lifelong PC gamer, Dominic suffers from the ‘tweak for days’ PC gaming condition, where he plays the same section over and over at every possible combination of visual settings to find the right balance between fidelity and performance. Based within The Fens of Lincolnshire (it’s very flat), Dominic can sometimes be found marvelling at the real world’s ‘draw distance’, wishing virtual technologies would catch up.