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EarlGrey's avatar
EarlGrey
Expert Protege
12 years ago

Oculus Walk

I'm curious to create a walkable VR experience.

What sort of gadgets, sensors, software, do you need to accomplish it?

6 Replies

  • knack's avatar
    knack
    Honored Guest
    if you need ask forget it... Dk2 ins't for that.

    Possible? yes, I sure in the future we see some hacks. Lots of people want walk and specially 360º, and we haven't that with Dk2 and we not going to haven't it with CV1
  • Anonymous's avatar
    Anonymous
    Here are a few steps to get a wireless Occulus Rift.

    viewtopic.php?f=17&t=10117

    Would think this plus a few optical sensors could get you quite close to a walkable solution - the trouble ofcourse is that VR implies you lose a sense of the outside - so nothing stops you from walking into things.
  • EarlGrey's avatar
    EarlGrey
    Expert Protege
    "Belisarius" wrote:
    Here are a few steps to get a wireless Occulus Rift.

    viewtopic.php?f=17&t=10117

    Would think this plus a few optical sensors could get you quite close to a walkable solution - the trouble ofcourse is that VR implies you lose a sense of the outside - so nothing stops you from walking into things.


    For safety I think something like a open floor surrounded by box ring cables, or some other boundaries that will prevent you from hurting yourself by going off bounds. (I think just flat walls is not good enough, because you can hurt yourself if you face walk into them)

    I believe these sort of walking around experiences might become quite popular. I believe they add a lot to VR. I hope there will be off the shelve solutions for this soon. Maybe oculus will want to sell big space tracking cameras for this purpose?
  • There's some seriously cool experimentation into redirected walking (exactly like in the Star Trek holodeck). The problem is that you need a fairly large area for it to be unnoticeable by the player.

    Also, just running the rift from a laptop in a backpack is also a viable option for mobility.