Room-scale VR: Difference between revisions
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{{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]]. |