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See also: Locomotion
MethodTypeRequired DevicesDescriptionProsConsCreatorExamples
ArmSwingerStanding
Room-scale VR
Motion-tracked controllersPlayers 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 experiencesCannot use weapons or perform actions with hands while moving.Electric Night Owl, LLC
Astral bodyStanding
Seated
Room-scale VR
Gamepad or VR controller with thumbstickFirst person when you need to interact with the environment, Third person when you need to run around in the environmentEasy to navigate and interact, cleanImmersion breaking for some???Alice Mystery Garden
BlinkStanding
Room-scale VR
Motion-tracked controllersBuilds upon Teleportation to create 3 more types of movement techniques called Cinematic Blink, Precision Blink and Volume BlinkReduce simulator sickness, allows for the scaling of play space sizesNegative impact on immersion, as acknowledged by its developerCloudhead GamesThe Gallery - Episode 1: Call of the Starseed, The Gallery - Episode 2: Heart of the Emberstone
Bobbing-WalkingStanding
Room-scale VR
HMDBob 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 headsetThe 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 spacecubic9FROG JUMPER, BobbingBots, Mikujalus
Charge Float JumpStanding
Seated
Room-scale VR
ControllersThe 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 instinctiveCrytek found it can feel different without a visual aid such as a cockpit or constraint screenCrytek
ClimbingStanding
Seated
Room-scale VR
Motion-tracked controllersPlayers 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 engagementMostly limited to climbable surfaces; slow; tiring for the arms; low motor accessibility; shaking a gripping hand also moves the viewpointClimbey, The Climb, The Climb 2, Horizon Call of the Mountain
CloudstepStanding
Seated
GamepadUsing 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 BitsTechnolust
Cockpit / VehicleStanding
Seated
Room-scale VR
NoneA 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 environmentreduces VR sickness; hides much of the moving scenery in the periphery while keeping the player inside the game worldonly applicable in certain situations such as Driving, Spacecraft and Mech games; strong acceleration can still cause discomfort; enclosed cockpits restrict the peripheral viewN/AElite Dangerous, Gunjack, EVE: Valkyrie, Star Wars: Squadrons
Environmental RedirectionRoom-scale VRNoneDesign 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 sicknessRequires meticulous game design, large play area requirementTriangular PixelsUnseen Diplomacy
FlightStanding
Seated
Room-scale VR
NoneFly 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 understandContinuous visual motion without matching physical motion can cause VR sickness; lower sense of presence than walking; gaze-directed flying prevents looking around while movingN/AEagle Flight, Marvel's Iron Man VR, Google Earth VR
Focal Point VRStanding
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 upPointing accuracy drops when aiming toward the horizon; rotations that tilt the horizon cause sickness; package is deprecated on the Unity Asset StoreAlbert Hwang
Freedom Locomotion SystemStanding
Room-scale VR
Motion-tracked controllersCollection 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 usersWalking 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 minutesHUGE ROBOTFreedom Locomotion VR (demo)
HMD Position AccelerationStanding
Seated
Room-scale VR
NoneInitiating 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 aidCrytek reported that it "can be a bit nauseating"Crytek
HallwayRoom-scale VRNonePlayer 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 spaceMay cause simulator sickness/u/qwv4851
HandwalkingStanding
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 UtheLucid Trips
HolosphereStanding
Seated
Room-scale VR
An input device; the 2015 demo used an Xbox 360 controller or a headset-mounted Leap Motion controllerwhenever 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 movementGeodesic sphere appears when moving / rotating; the surrounding environment is blurred during movementTomáš "Frooxius" MariančíkNeos: The Origin
Immersive MovementStanding
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 movingPhysically tiring over long sessions; less accessible than controller-based movement and limits what the hands can do while movingHighsight
Lean-To-MoveStanding
Room-scale VR
Motion-tracked controllersPress a trigger on controller to record your origin, lean beyond the boundary threshold to move in game, return to origin to stopMitigates VR sickness, frees up the hands while moving, move for longer without being fatiguedCan drift from center of play area, difficult to turnhttps://github.com/Erupac/LeanToMove
Ninja Run VRStanding
Seated
Room-scale VR
Motion-tracked controllers in both handsStretch both arms in the opposite direction of your desired movement while leaning in the same direction of desired movementContinuous movement without teleporting; the developer states that it reduces simulator sicknessTakes time to travel, can be tiring over long distancesSean HallShaolinja
Omnidirectional elevatorRoom-scale VRNoneAn elevator that can go in All directionsFun, simple, not exhaustingPicky people will claim it makes them feel sick, Players are locked to their elevator.??????
PocketStrafeStanding
Room-scale VR
Walking-in-place
SmartphoneRun 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 smartphoneCool FontWindlands, AltspaceVR, The Vanishing of Ethan Carter VR
PullStanding
Seated
Room-scale VR
Tracked controllers or hand trackingPulling 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 databasePhysically tiring; slow for covering large virtual environments; rated high workload in a study of users with upper-body motor impairmentsGoogle Earth VR, Lone Echo, Echo Arena
RIPmotionStanding
Room-scale VR
Walking-in-place
Motion-tracked controllersPut hands at your hips, press a button on each controller and run in place to moveProprioceptive and vestibular engagement, VR sickness reduction, Immersive, Decouples head and body movement, fitnessCannot interact with object with hands while moving,Ryan Sullivan
Real world spaceRoom-scale VRNoneUsers move in real world spaces.Very realistic and immersiveCannot function with large movements, Spaces are often limiting, spaces have to be designed for physical movement???Tea For God
Room-scale vehicleRoom-scale VRMotion-tracked controllersEntire play space becomes the inside of the vehicle, operate the controls in the vehicle to move the vehiclePhysical walking inside the vehicle combined with fast travel across large virtual environments; the vehicle's surroundings give the user a visual frame of referenceThe vehicle's own movement is still artificial and can cause discomfort; the walkable interior is limited by the size of the physical play areaHover JunkersHover Junkers, IronWolf VR
Shoot'n'PullStanding
Room-scale VR
HTC Vive Motion ControllerTower 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 GmbHTower Tag
SkierRoom-scale VRMotion-tracked controllersMoving the controllers backwards and below your waist causes the skier to propel himself forward.??????/u/qwv4851
Snap N'MotionRoom-scale VRNoneWhen 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???
SwimmingStanding
Seated
Room-scale VR
Motion-tracked controllersHold 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 teleportationMostly used for water and underwater environments; tires the arms and shoulders; slower than joystick or teleport movement in some studies and rated harder to useOcean Rift, Freediver: Triton Down
TeleportationStanding
Seated
Room-scale VR
NoneAim 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 hardwareCan break immersion and presence; can impair spatial awareness, orientation, and distance estimationN/AThe Lab, Budget Cuts, Vanishing Realms
Third-personStanding
Seated
Room-scale VR
Gamepadplayer's POV trails comfortably behind their character, works for third-person games with gamepadsvery easy to implement, no need for motion-tracked controllersLess immersive, can cause VR sicknessLucky's Tale, Chronos, Moss, Astro Bot Rescue Mission
TunnelingStanding
Seated
GamepadThe 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?????????
WalkAboutRoom-scale VRMotion-tracked controllersAfter 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 GamesThe Dark Within
World RotationStanding
Seated
Room-scale VR
Motion-tracked ControllersYou 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 weaponCrytekCrytek locomotion prototypes (2017); two-handed scene grabbing in Open Brush
World RotatorRoom-scale VRNoneMoving 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 trackingRated high for energy required and low for accessibility in the Locomotion Vault database/u/qwv4851Movement (2016 Unity demo)