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Redirected walking with a VR shoe

A project log for VR Locomotion Concepts

A place where I put my ideas for VR locomotion

finallyfunctionalfinallyfunctional 03/13/2023 at 13:150 Comments

Recently in my discord we had a conversation about negating drift from the origin and supporting omnidirectional movement with a VR shoe that isn't actually capable of omnidirectional movement. Maybe it's limited to only be able to move forward and backward, and to turn or spin. If a VR shoe is capable of spinning the user or turning the user without them being aware of it, you could combine that with redirected walking to possible allow near-infinite walking in VR.

Two ideas are a VR shoe capable of negating the user's forward and backward motion and able to turn or spin. Use it to negate the user's motion when they are walking forward or backwards, but if they start to drift a little, turn the user slightly, and or slow or increase the shoe speed, to start moving them back to their origin. Or have a VR shoe that is just capable of turning the user. As they walk forward or backwards, or side to side, just keep turning the user in circles to keep them in the play space. 

Maybe you could do near-infinite walking in the VR game in a much smaller playspace than would be required for traditional redirected walking. And you could use them on carpet and other surfaces that would be harder for a shoe that actually moves you. I'd be worried about the user getting dizzy, and I'm sure there are other things to worry about, but maybe the pros would outweigh those cons.

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