01-15-2025 01:46 AM
Solved! Go to Solution.
01-15-2025 08:28 PM
I wonder if a smooth version would work.
This way there's no popping, whichever way you wanted to walk (like down a hallway) will stay in front of you as you turn.
I might make a demo and see how it feels.
Maybe also have it that when the button is held, it enables passthrough for the nearby floor.
01-15-2025 03:49 AM
One interesting technique is redirected walking. In VR it seems you are walking forwards, but in real life you are curving around. With a large enough area for redirection, the sensation of turning is more subtle.
01-15-2025 03:56 AM
Those are quite simple ideas for enabling walking in vr, I dont understand why meta haven't implemented it yet
01-15-2025 04:51 AM
this idea requires larger space in order to avoid sensation, my idea can be used in any space but requires manual action. both solutions have con and pros. Anywyay walking in vr would be a game changer.
01-15-2025 07:07 AM
@balcerek someone did this a while back on reddit -
01-15-2025 11:46 AM
@oculusness i don't see how it is related with my idea?
01-15-2025 02:07 PM
@balcerek because they walked to the far side of the space station in a small room by going back and forth. It's in his description of how he got there.
01-15-2025 08:28 PM
I wonder if a smooth version would work.
This way there's no popping, whichever way you wanted to walk (like down a hallway) will stay in front of you as you turn.
I might make a demo and see how it feels.
Maybe also have it that when the button is held, it enables passthrough for the nearby floor.
01-15-2025 10:27 PM
"it's in his description of how he got there. "
I don't see the description. Do I have to be logged in?
01-15-2025 10:29 PM
"This way there's no popping, whichever way you wanted to walk (like down a hallway) will stay in front of you as you turn."
sounds great. I wonder if this feature could be implemented by third party?