Room-scale VR: Difference between revisions
Shadowdawn (talk | contribs) No edit summary |
Shadowdawn (talk | contribs) No edit summary |
||
(One intermediate revision by the same user not shown) | |||
Line 1: | Line 1: | ||
{{stub}} | {{stub}} | ||
{{see also|Sitting VR|Standing VR}} | {{see also|Sitting VR|Standing VR}} | ||
[[Room-scale VR]] is a [[term]] that describes the [[Types of VR|type of VR]] where the user is free (and oftentimes required) to walk around as part of the experience. The entire room or play area is tracked for VR experiences. Room-scale VR transforms your room into a [[holodeck]] similar to that of various science fiction books and films. Currently, the only [[tracking system]] that fully supports room-scale VR is the [[Lighthouse]] system of [[SteamVR]] and [[HTC Vive]]. | [[Room-scale VR]] is a [[term]] that describes the [[Types of VR|type of VR]] where the user is free (and oftentimes required) to walk around as part of the experience. The entire room or play area is tracked for VR experiences. Room-scale VR transforms your room into a [[holodeck]] similar to that of various science fiction books and films. Currently, the only [[tracking|tracking system]] that fully supports room-scale VR is the [[Lighthouse]] system of [[SteamVR]] and [[HTC Vive]]. | ||
Room scale systems allow the user to move with six [[degrees of freedom]], tracking both the [[Rotational tracking|rotation]] and [[Positional tracking|position]] of the user in a large space. Users are free to walk, run and crawl within that space and their actions are accurately reflected within the [[VR Experiences|VR experience]]. | Room scale systems allow the user to move with six [[degrees of freedom]], tracking both the [[Rotational tracking|rotation]] and [[Positional tracking|position]] of the user in a large space. Users are free to walk, run and crawl within that space and their actions are accurately reflected within the [[VR Experiences|VR experience]]. | ||
Unlike seated or standing VR, room scale VR requires space to use. For HTC Vive, [[HTC Vive#Play Area Requirements|play spaces]] can range from as small as 2 x 1.5 meters to 3.5 x 3.5 meters. Users will generally define this space via the mounting of [[base stations]] and then tracing the area using their [[SteamVR Controllers|controllers]]. For added safety, Vive headsets include a forward facing camera and [[Chaperone]] software that can be used to take a peek into real life and warn them if they approach an object such as a piece of furniture or a pet. | Unlike seated or standing VR, room scale VR requires space to use. For HTC Vive, [[HTC Vive#Play Area Requirements|play spaces]] can range from as small as 2 x 1.5 meters to 3.5 x 3.5 meters. Users will generally define this space via the mounting of [[SteamVR Base Stations|base stations]] and then tracing the area using their [[SteamVR Controllers|controllers]]. For added safety, Vive headsets include a forward facing camera and [[Chaperone]] software that can be used to take a peek into real life and warn them if they approach an object such as a piece of furniture or a pet. | ||
==Room-scale VR Apps== | ==Room-scale VR Apps== |
Latest revision as of 19:16, 14 May 2016

- See also: Sitting VR and Standing VR
Room-scale VR is a term that describes the type of VR where the user is free (and oftentimes required) to walk around as part of the experience. The entire room or play area is tracked for VR experiences. Room-scale VR transforms your room into a holodeck similar to that of various science fiction books and films. Currently, the only tracking system that fully supports room-scale VR is the Lighthouse system of SteamVR and HTC Vive.
Room scale systems allow the user to move with six degrees of freedom, tracking both the rotation and position of the user in a large space. Users are free to walk, run and crawl within that space and their actions are accurately reflected within the VR experience.
Unlike seated or standing VR, room scale VR requires space to use. For HTC Vive, play spaces can range from as small as 2 x 1.5 meters to 3.5 x 3.5 meters. Users will generally define this space via the mounting of base stations and then tracing the area using their controllers. For added safety, Vive headsets include a forward facing camera and Chaperone software that can be used to take a peek into real life and warn them if they approach an object such as a piece of furniture or a pet.