Oculus recently released the first part of the developer perspective theme video on the official blog. Crytek game designer Julius Carter introduced their VR movement mechanism research in the video.

Because the players in the virtual environment are generally larger than their actual game areas, it is easy to cause motion sickness. Therefore, the VR movement mechanism has become one of the great challenges for many VR developers.
In order to solve this problem, Crytek conducted a large number of experiments, many of which were infiltrated in the movement mechanism design of The Climb and Robinson: Journey.
Autoplay Oculus and Crytek share VR research results
Traditional motion mechanisms such as WASD, joystick input, and button sprint may cause discomfort to VR users, and movement mechanisms such as button jumps do not seem to be a problem. In terms of rotation, paused or compassed rotations can reduce the chance of motion sickness. Many VR content have similar rotations and are comfortable to use.
The first part of the video mainly shows the above movement mechanisms. It also includes some uncertain alternative tests, such as proportional rotation, which magnifies the player's head rotation in reality in a VR environment.
Crytek said that about 40 videos will be released in the next few weeks to explore the VR movement mechanism experiment and the thinking behind it.
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