Locomotion Methods
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- See also: Locomotion
| Method | Type | Required Devices | Description | Pros | Cons | Creator | Examples |
|---|---|---|---|---|---|---|---|
| ArmSwinger | Standing Room-scale VR | Motion-tracked controllers | Players move by swinging their arms as if they are running but do not move their legs. | More immersive than teleportation, works in most types of games and experiences | Cannot use weapons or perform actions with hands while moving. | Electric Night Owl, LLC | |
| Astral body | Standing Seated Room-scale VR | Gamepad or VR controller with thumbstick | First person when you need to interact with the environment, Third person when you need to run around in the environment | Easy to navigate and interact, clean | Immersion breaking for some | ??? | Alice Mystery Garden |
| Blink | Standing Room-scale VR | Motion-tracked controllers | Builds upon Teleportation to create 3 more types of movement techniques called Cinematic Blink, Precision Blink and Volume Blink | Reduce simulator sickness, allows for the scaling of play space sizes | Negative impact on immersion, as acknowledged by its developer | Cloudhead Games | The Gallery - Episode 1: Call of the Starseed, The Gallery - Episode 2: Heart of the Emberstone |
| Bobbing-Walking | Standing Room-scale VR | HMD | Bob or shake the HMD to move, you'll need to run or bounce in place to activate the mechanism, | Hands-free; needs no hardware beyond the headset | The user bounces in place without seeing the real room, so the creator warns of a risk of falling and recommends a cleared, taped-off play space | cubic9 | FROG JUMPER, BobbingBots, Mikujalus |
| Charge Float Jump | Standing Seated Room-scale VR | Controllers | The longer you hold the jump button, the higher you will rise in the VR space. | Player controls jump height with a single button; Crytek's designers described it as instinctive | Crytek found it can feel different without a visual aid such as a cockpit or constraint screen | Crytek | |
| Climbing | Standing Seated Room-scale VR | Motion-tracked controllers | Players climb up walls, mounts and other objects by swinging their hands and pulling triggers to grab. | Movement is driven by the user's own arm motion; rated low for nausea in the Locomotion Vault database; high physical engagement | Mostly limited to climbable surfaces; slow; tiring for the arms; low motor accessibility; shaking a gripping hand also moves the viewpoint | Climbey, The Climb, The Climb 2, Horizon Call of the Mountain | |
| Cloudstep | Standing Seated | Gamepad | Using the analog stick from a gamepad, players will move in that direction in discrete steps, similar to miniature teleportations. This method is designed to remove vection, which is suspected to cause simulator sickness during first person locomotion. | Reduces simulator sickness and improve player comfort | ??? | IrisVR, VR Bits | Technolust |
| Cockpit / Vehicle | Standing Seated Room-scale VR | None | A cockpit, vehicle interior or frame that stays fixed around the player gives a stable visual reference during virtual travel, which can reduce VR sickness; most players feel they are within a stable environment | reduces VR sickness; hides much of the moving scenery in the periphery while keeping the player inside the game world | only applicable in certain situations such as Driving, Spacecraft and Mech games; strong acceleration can still cause discomfort; enclosed cockpits restrict the peripheral view | N/A | Elite Dangerous, Gunjack, EVE: Valkyrie, Star Wars: Squadrons |
| Environmental Redirection | Room-scale VR | None | Design the game in a way to allow the player to move in circles in the play area. Players will never hit physical walls of the play area. | No artificial locomotion or teleport, no VR sickness | Requires meticulous game design, large play area requirement | Triangular Pixels | Unseen Diplomacy |
| Flight | Standing Seated Room-scale VR | None | Fly through the air with gaze as directional input, or with the direction set by hand pointing or body leaning. | Allows travel in three dimensions and beyond the physically tracked area; gaze-directed flying is easy for novice users to understand | Continuous visual motion without matching physical motion can cause VR sickness; lower sense of presence than walking; gaze-directed flying prevents looking around while moving | N/A | Eagle Flight, Marvel's Iron Man VR, Google Earth VR |
| Focal Point VR | Standing Seated Room-scale VR | Motion-tracked controllers (HTC Vive) | To move small distances, Grip and drag the environment. To move large distances, place 2 focal points on the ground with the controllers then rotate, scale, and translate the world. | No VR sickness (creator's claim); crosses large distances quickly by shrinking the world and scaling it back up | Pointing accuracy drops when aiming toward the horizon; rotations that tilt the horizon cause sickness; package is deprecated on the Unity Asset Store | Albert Hwang | |
| Freedom Locomotion System | Standing Room-scale VR | Motion-tracked controllers | Collection of various standing and room-scale locomotion solutions with CAOTS as its foundation. | Hands stay free for interaction while moving; travel direction is independent of head direction; physical walking in place is intended to reduce motion sickness compared with sliding locomotion; teleport-style fallbacks for sensitive users | Walking in place is physically tiring; users drift forward in the real play area over time; setting direction with the thumb adds an artificial step that new users forget; a learning period of several minutes | HUGE ROBOT | Freedom Locomotion VR (demo) |
| HMD Position Acceleration | Standing Seated Room-scale VR | None | Initiating movement by looking in the direction you want to go. You tilt your head forward, you move forward. Tilt your head backwards, and you go backwards. | Movement is started and steered by tilting the head; Crytek described it as fun and intuitive, especially with a visual aid | Crytek reported that it "can be a bit nauseating" | Crytek | |
| Hallway | Room-scale VR | None | Player walks down a long hallway that rotates slightly with each step, forcing the player to turn to the right and leading them to walk in circles around the play area. | Uses physical walking; designed to keep the player from reaching the edge of the play space | May cause simulator sickness | /u/qwv4851 | |
| Handwalking | Standing Seated | Tracked motion controllers (HTC Vive or Oculus Rift) | …a Virtual Reality experience which takes places in planetary dream worlds. You explore artistically designed planets with a completely new concept, defining and navigating your avatar in a distinctive way, using hand motion controllers. | Reduced till no VR sickness. Easy to handle. Intuitive. Feels rewarding. Gliding possible. | Can only be applied to special movement concepts. | Nico Uthe | Lucid Trips |
| Holosphere | Standing Seated Room-scale VR | An input device; the 2015 demo used an Xbox 360 controller or a headset-mounted Leap Motion controller | whenever you move or rotate, a geodesic sphere appears around your entire view point and blurs everything else in the environment. The geodesic sphere disappears when you stop moving or rotating. | Designed to reduce nausea by giving the user a fixed visual frame of reference during artificial movement | Geodesic sphere appears when moving / rotating; the surrounding environment is blurred during movement | Tomáš "Frooxius" Mariančík | Neos: The Origin |
| Immersive Movement | Standing Room-scale VR Walking-in-place | Motion-tracked controllers (the original Unity package required SteamVR and the HTC Vive) | Hold a button on one of the controllers then run in place to move in VR. | Can use one of the hands to interact with environment while moving | Physically tiring over long sessions; less accessible than controller-based movement and limits what the hands can do while moving | Highsight | |
| Lean-To-Move | Standing Room-scale VR | Motion-tracked controllers | Press a trigger on controller to record your origin, lean beyond the boundary threshold to move in game, return to origin to stop | Mitigates VR sickness, frees up the hands while moving, move for longer without being fatigued | Can drift from center of play area, difficult to turn | https://github.com/Erupac/LeanToMove | |
| Ninja Run VR | Standing Seated Room-scale VR | Motion-tracked controllers in both hands | Stretch both arms in the opposite direction of your desired movement while leaning in the same direction of desired movement | Continuous movement without teleporting; the developer states that it reduces simulator sickness | Takes time to travel, can be tiring over long distances | Sean Hall | Shaolinja |
| Omnidirectional elevator | Room-scale VR | None | An elevator that can go in All directions | Fun, simple, not exhausting | Picky people will claim it makes them feel sick, Players are locked to their elevator. | ??? | ??? |
| PocketStrafe | Standing Room-scale VR Walking-in-place | Smartphone | Run PocketStrafe app on the smartphone, place the smartphone in your pocket, run in place to move. | Unlike other running-in-place locomotion methods, PocketStrafe frees up the hands and the controllers. | requires smartphone | Cool Font | Windlands, AltspaceVR, The Vanishing of Ethan Carter VR |
| Pull | Standing Seated Room-scale VR | Tracked controllers or hand tracking | Pulling the environment around you with your hands. | Fine-grained, precise positioning; travel speed and distance follow the user's own hand movement; rated low for nausea in the Locomotion Vault database | Physically tiring; slow for covering large virtual environments; rated high workload in a study of users with upper-body motor impairments | Google Earth VR, Lone Echo, Echo Arena | |
| RIPmotion | Standing Room-scale VR Walking-in-place | Motion-tracked controllers | Put hands at your hips, press a button on each controller and run in place to move | Proprioceptive and vestibular engagement, VR sickness reduction, Immersive, Decouples head and body movement, fitness | Cannot interact with object with hands while moving, | Ryan Sullivan | |
| Real world space | Room-scale VR | None | Users move in real world spaces. | Very realistic and immersive | Cannot function with large movements, Spaces are often limiting, spaces have to be designed for physical movement | ??? | Tea For God |
| Room-scale vehicle | Room-scale VR | Motion-tracked controllers | Entire play space becomes the inside of the vehicle, operate the controls in the vehicle to move the vehicle | Physical walking inside the vehicle combined with fast travel across large virtual environments; the vehicle's surroundings give the user a visual frame of reference | The vehicle's own movement is still artificial and can cause discomfort; the walkable interior is limited by the size of the physical play area | Hover Junkers | Hover Junkers, IronWolf VR |
| Shoot'n'Pull | Standing Room-scale VR | HTC Vive Motion Controller | Tower Tag offers an intuitive method of movement which gives the game a very dynamic gaming experience without the risk to cause motion sickness. Despite the relatively small space requirements. | No VR sickness. Easy to handle. Intuitive. Feels rewarding. | Fits only to one movement concept. | VR-Nerds GmbH | Tower Tag |
| Skier | Room-scale VR | Motion-tracked controllers | Moving the controllers backwards and below your waist causes the skier to propel himself forward. | ??? | ??? | /u/qwv4851 | |
| Snap N'Motion | Room-scale VR | None | When the player is about to hit a wall in real life, the character in VR instantly turns 180 degrees (face backwards). It forces the player to turn around in real life in order to move forward again. | Room-scale VR experience with limited physical space. | Constantly changing directions can be disorientating and unnatural. | RetroPlayGamerTV | ??? |
| Swimming | Standing Seated Room-scale VR | Motion-tracked controllers | Hold the triggers on the controllers then stroke or paddle to move. | Arm strokes give the user a physical action that matches the movement; in a seated study it reduced VR sickness about as much as teleportation while being rated more enjoyable than teleportation | Mostly used for water and underwater environments; tires the arms and shoulders; slower than joystick or teleport movement in some studies and rated harder to use | Ocean Rift, Freediver: Triton Down | |
| Teleportation | Standing Seated Room-scale VR | None | Aim or point at a destination and press a button to relocate there instantly, usually with a short visual transition. | Intuitive and simple to learn; reduces vection and so reduces VR sickness for many users; needs no extra hardware | Can break immersion and presence; can impair spatial awareness, orientation, and distance estimation | N/A | The Lab, Budget Cuts, Vanishing Realms |
| Third-person | Standing Seated Room-scale VR | Gamepad | player's POV trails comfortably behind their character, works for third-person games with gamepads | very easy to implement, no need for motion-tracked controllers | Less immersive, can cause VR sickness | Lucky's Tale, Chronos, Moss, Astro Bot Rescue Mission | |
| Tunneling | Standing Seated | Gamepad | The face-locked viewport ("tunnel") displays continuous motion and allows the user to steer the player like an FPS-style game. The peripheral view remains at the point of origin, so there is no controller-induced vection in the periphery. | Reduces VR sickness when moving with controller / gamepad | ??? | ??? | ??? |
| WalkAbout | Room-scale VR | Motion-tracked controllers | After reaching edge of playable space', virtual world is blurred and grid appears. Virtual world shifts to encompass open play area, forcing player to turn and face it. At this point the virtual world comes back into focus and grid disappears. | ??? | ??? | Tekton Games | The Dark Within |
| World Rotation | Standing Seated Room-scale VR | Motion-tracked Controllers | You pull a trigger, then move the controller left or right to rotate the world. | Controlled directly by a hand movement; Crytek reported that it can feel very natural and let players scan a scene while holding a weapon | Crytek | Crytek locomotion prototypes (2017); two-handed scene grabbing in Open Brush | |
| World Rotator | Room-scale VR | None | Moving to the edge of the play area causes time to freeze and locks the world to the player's rotation. A HUD appears and shows the amount of open space in front of the player. | Works without controllers, using only headset tracking | Rated high for energy required and low for accessibility in the Locomotion Vault database | /u/qwv4851 | Movement (2016 Unity demo) |