Movement scaling to simulate a larger play area.
I've been teaching myself Unity and playing around with movement scaling so that 1m moved in meatspace translates to >1m in VR.
My fist attempt was a straight 2x multiplication of movement, and this worked surprisingly well well for large areas where you kept your distance from any detailed objects. It just felt like I was moving faster, like running instead of walking.
The things got weird when I was close to objects though, the sense of me moving faster got lost and sometimes it seemed like the object itself was moving.
This is my second attempt, with movement scaling being based on your head velocity. Slow movements should be roughly 1:1, but as you move faster the movement scaling increases. I'm not happy with how it ramps the scaling yet, but it works better than the 2x multiplication.
This doesn't make me sick, but I have strong "VR legs." I'd like to hear the opinion of someone who doesn't like forced movement.
Source: https://gist.github.com/ipha/05303546a2ef409b191c32114282a66d
Demo:** https://mega.nz/#!l58RkYgS!7rfkWdvZ_9w8gvsZgypHPQ1sYj66-nD0j88NsCVgzWY
(Updated with floor texture) Demo: https://mega.nz/#!hgFwwAyZ!ZG_oqOKpZWiwdD5lYuLy8S5JvEQoQPcAsPMi8fVTZiA
Posted May 31, 2016, 12:07 AM UTC · edited
The guys at Audi did a few locomotion tests (one of which was a 2x 3x walking test ... sounded similar to yours so i figured you'd appreciate this talk from those guys
https://www.youtube.com/watch?v=At_Zac4Xezw