Room-scale VR: Difference between revisions
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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== |