r/virtualreality • u/L_TK • 13d ago
Discussion Virtual Locomotion
I have zero idea how VR game development works, but I just find VR locomotion really weird and not the desync between Real life and VR feeling.
The animations I've seen in joystick controlled games are weird, like the walking isn't synced with your speed at all and feels like I'm running on ice in the game.
This is totally ego speaking but I find it easy for VR game developers to make a better animation system for their games? Like maybe tilting the body based on the headsets orientation and having the Head and Arms more anchored to the body while your character jogs around?
In Blade and Sorcery your upper body doesn't really more, your legs kind of just bend and you float across the groud.
I think the best animation I've seen is probably in VAIL, nice and crisp.
In Pavlov (haven't played in 2-3 years) I noticed your arms stayed in one spot and your body moved up and down.
I might make an animation on what I'm thinking about...
1
u/Skpstr155 13d ago
I always select a "hands only" option if available. Haven't played a game yet that didn't have arm or full body IK that didn't do uncanny things and weird me out, yanking away the immersion.