Smooth Turn
More actions
A Smooth Turn, also sometimes referred to as Continuous Turn, is a movement style some VR creators offer in their VR content. When the user attempts to turn their character through the use of a button or some other control, their character's view gradually shifts in the desired direction.[1][2] Vignetting may be used.[3]
In some VR content, this is a feature that can be turned on or off, or adjusted as to how quickly the turn will occur.[2][4] The link between turn speed and motion sickness is not simple. In a 2018 study that rotated participants' view at fixed speeds, nausea ratings generally rose as the speed increased, although at the fastest speed tested some participants said the feeling of movement was reduced.[5] Road to VR's comfort glossary treats a turn that "quickly rotates the camera view in steps or increments" as a separate setting, "quick-turn".[1]
Smooth turning is one of several turning options offered alongside other artificial locomotion comfort settings. Road to VR rates smooth-turn as "comfortable for least", compared with "comfortable for most" for snap-turn, and Meta's design guidelines recommend defaulting to snap turning and letting users opt into smooth turning.[1][2]
How it works
With smooth turning the virtual camera, or the player's whole virtual body, rotates about the vertical (yaw) axis for as long as the turn input is held, usually by pushing a controller thumbstick left or right. Meta's guidelines describe it this way: "The camera turns at a speed relative to the input intensity. Turning starts as soon as the input deviates from the neutral position."[2] The user sees every intermediate orientation along the way, which is the main difference from snap turning, where intermediate orientations are skipped.[6]
Engine toolkits expose the turn rate as a setting. The Continuous Turn Provider in Unity's XR Interaction Toolkit has a Turn Speed property, "the number of degrees/second clockwise to rotate when turning clockwise", together with an Enable Turn Left Right switch and an optional 180-degree snap turn around.[7] In the package source code the Turn Speed field defaults to 60 degrees per second, and the rotation applied each frame is scaled by how far the thumbstick is pushed.[8] Meta's Interaction SDK for Unity handles the two modes differently: in smooth mode its turner component will "continuously fire events during select, indicating that the player should rotate at the rate specified in Smooth Turn Curve", while in snap mode it fires a single event.[9] Meta's Immersive Web SDK has a SmoothTurn mode that "rotates continuously at turningSpeed degrees per second while the turn axis is active"; its documentation uses 120 as an example value and recommends letting users choose the speed.[10]
Why it can cause discomfort
Continuous artificial rotation creates visual motion while the user's body stays still. Meta's guidelines, discussing slide locomotion, describe vection as a visually induced phenomenon "where the user perceives movement through visual cues even when physically stationary", and note that differences between what the eyes see and what the vestibular sense feels can lead to motion sickness.[11] Farmani and Teather distinguish circular vection, which occurs during camera rotation as the scene moves around the observer, from linear vection. They cite a driving-simulator study and a study by Trutoiu and colleagues finding that rotational movement causes more sickness than translation.[5]
The April 2014 draft of the Oculus VR Best Practices Guide already counted "turning while moving or standing still" as a form of acceleration, which it described as creating "a mismatch between your visual and vestibular senses". The guide recommended making accelerations short and infrequent, and said informal testing at Oculus suggested that "instantaneous accelerations are more comfortable than gradual accelerations".[12] Meta's current guidance makes the same point: "By keeping accelerations brief and infrequent, the likelihood of discomfort reduces."[11]
Why it is offered
Artificial turning of some kind is needed when the user cannot or does not want to turn physically. Meta's guidelines note that for seated modes "artificial turning is necessary, since not all chairs spin".[11] Sargunam and Ragan describe joystick turning as convenient where "full 360-degree physical rotation is not possible or preferred, such as when the user is lying on a couch or sitting at a desk".[13] Compared with snap turning, smooth turning keeps the view continuous. Sargunam and Ragan expected it to cost less spatial orientation for that reason, and in their study three participants said continuous rotation felt the most natural of the three techniques tested.[13] Meta's guidelines, by contrast, note that sudden large changes of camera perspective are the most common cause of disorientation.[11]
Turn speed
Meta recommends letting users adjust the speed of the rotation, and Road to VR's checklist lists adjustable speed as an option for smooth-turn.[2][1] Published implementations and studies have used a wide range of speeds:
| Implementation or study | Year | Rotation speed | Notes |
|---|---|---|---|
| Sargunam and Ragan | 2018 | 30 degrees per second, constant | Chosen in pilot testing as causing comparatively less sickness while not being too slow[13] |
| Farmani and Teather, preliminary study | 2018 | 5 to 200 degrees per second (11 levels) | Automatic rotation on an Oculus Rift CV1; preferred speeds were 15 to 35 degrees per second[5] |
| Fei Wu, side-restriction study | 2022 | Maximum 45 degrees per second | Rotational acceleration over 0.5 seconds; Oculus Quest and Quest 2[14] |
| Kelly and colleagues, Jurassic World Aftermath | 2024-2025 | Maximum about 180 degrees per second | Joystick-controlled control condition on a Quest 2[6] |
| Unity XR Interaction Toolkit | Current | 60 degrees per second (default) | Scaled by thumbstick deflection[8] |
| Meta Immersive Web SDK | Current | 120 degrees per second (documentation example) | Developers are told to let users choose the speed[10] |
In Farmani and Teather's preliminary study, 12 participants held their heads still while the view rotated automatically at increasing speeds and rated their nausea after each 1.2-minute trial. Higher rotational speeds produced higher nausea scores. Three participants withdrew at 100 degrees per second and two more at 200 degrees per second. Nine participants reported that at 200 degrees per second scene details were no longer visible and the feeling of movement was reduced, while four said they simply felt dizzy. The authors noted a possible confound because the speeds were always presented in the same order.[5] They also summarized an earlier optokinetic drum experiment by Hu and colleagues, which varied rotation speed from 15 to 90 degrees per second; symptoms of induced vection increased with speed, peaked at 60 degrees per second and then declined.[5] Taken together, these results do not show that a faster smooth turn is simply more comfortable; Road to VR's glossary rates the fast stepped "quick-turn" as "comfortable for some", between snap-turn and smooth-turn.[1]
History
Sargunam and Ragan describe continuous rotation as "the standard for how joystick rotation is usually used in virtual environments and games".[13] In a 2018 retrospective on their locomotion experiments, Cloudhead Games' Paul White and Antony Stevens wrote that in the summer of 2014, when they were working with the Oculus Rift DK2 and a Razer Hydra, most VR locomotion was split between "Body Cart", "Tank Move" and "Stick Move" with yaw rotation, and that the last of these "was the worst of the bunch, not only producing artificial forward-backward movement (vection), but also allowing the player to control the camera independent of their head position".[15] The studio's answer, part of its "Comfort Mode", was "Comfort Turns", which are instantaneous; the authors contrasted them with yaw rotations, which rotate the camera continuously over a duration.[15] When Cloudhead showed its comfort mode at GDC in March 2014, Road to VR reported that creative director Denny Unger described basic movement as a major problem for many VR newcomers, since "walk speed, rotation speed, body position relative to look, and rotation duration all influence a player's comfort level". The demo's right analog stick turned the player about 30 degrees at a time, and the article said players who "treasure free rotation" would still have that option.[16]
Some games added smooth turning as an option after release. Valve added continuous turning to Half-Life: Alyx in Update 1.1, reported by Road to VR on 26 March 2020, in the same patch that renamed the game's "Quick Turn" option to "Snap Turn" and added an option to disable controller turning entirely.[4] Meta's current design guidelines tell developers to "Default to comfort-friendly options (teleport, snap turn) and let users opt into more intense options (slide, smooth turn)".[2]
Comfort techniques used with smooth turning
Several techniques aim to keep continuous rotation while reducing its side effects.
- Field-of-view restriction (vignetting or tunneling): Meta describes a vignette as "a visual effect that darkens the edges of the display to make the user focus their attention on the center of the view".[2] In a study presented at IEEE 3DUI 2016, Ajoy Fernandes and Steven Feiner of Columbia University reduced the field of view "as a simple function of speed and angular velocity"; in their 30-participant study, users of the restrictors felt more comfortable and stayed in the virtual environment longer.[3] Not every implementation helped: in Sargunam and Ragan's study, continuous rotation with an all-or-nothing reduced field of view was rated significantly worse for sickness than discrete rotation, and six of 18 participants said they did not like it.[13]
- Asymmetric side restriction: Fei Wu and Evan Suma Rosenberg proposed a "side restrictor" that masks only one side of the periphery during virtual rotation and shifts the visible area toward the direction of the turn. In a 93-participant study on Quest headsets it reduced cybersickness and discomfort compared with no restriction, and the work was published at the 2022 IEEE Conference on Virtual Reality and 3D User Interfaces. Wu notes that Eagle Flight for PlayStation VR used a related asymmetric restrictor, although its performance had not been measured in a study.[14]
- Rotation blurring: Budhiraja and colleagues proposed uniformly blurring the screen during rotation in first-person shooters; in their user study it reduced nausea overall and delayed the onset of symptoms.[17]
- Speed-triggered snapping: Farmani and Teather's viewpoint snapping switched from continuous rotation to 22.5-degree snaps only when the user turned faster than a threshold of 25 degrees per second, which they chose from their preliminary speed study.[5]
- Independent visual backgrounds: Meta states that independent visual backgrounds (IVBs), which create a stable environment that responds to head movement, can reduce discomfort by making it seem that the world is moving around the user rather than the user moving through the world.[11]
Comparison with snap turning
Kelly and colleagues described earlier evidence on whether snap turning reduces cybersickness compared with smooth turning as "limited and equivocal".[6]
| Study | Year | Participants | Smooth condition | Result |
|---|---|---|---|---|
| Farmani and Teather | 2018 | 28 | Mouse-controlled continuous rotation | Viewpoint snapping reduced cybersickness by about 40 percent; presence and error rate did not differ significantly[5] |
| Sargunam and Ragan | 2018 | 18 | 30 degrees per second | No evidence of differences in spatial orientation; discrete 30-degree turning was rated better for sickness than reduced-FOV rotation, and nearly significantly better than continuous rotation (p = 0.06)[13] |
| Ryge and colleagues (IEEE VR poster, as summarized by Kelly and colleagues) | 2018 | Not stated in summary | Smooth turning versus 30-degree snaps | No difference in cybersickness; Kelly and colleagues suggest a floor effect[6] |
| Kelly and colleagues | 2024-2025 | 201 | Joystick turning up to about 180 degrees per second | Snap turning alone reduced cybersickness compared with the no-mitigation smooth-turning control[6] |
In Sargunam and Ragan's post-study interviews, five participants reported that continuous rotation caused sickness, and no sickness complaints were recorded for discrete rotation. The authors still found no clear "best" technique for home entertainment, since preferences varied widely between individuals.[13] Kelly and colleagues suggested that differences in snap angle, transition timing and blank-screen insertion between studies may explain some of the disagreement.[6]
See also
References
- ↑ 1.0 1.1 1.2 1.3 1.4 Ben Lang (2024-07-24). "VR Comfort Settings Checklist & Glossary for Developers and Players Alike". Road to VR. https://www.roadtovr.com/vr-comfort-settings-checklist-glossary-developers-players/. Retrieved 2026-09-27.
- ↑ 2.0 2.1 2.2 2.3 2.4 2.5 2.6 "Locomotion user preferences". Meta Horizon OS Developers. Meta. https://developers.meta.com/horizon/design/locomotion-user-preferences/. Retrieved 2026-09-27.
- ↑ 3.0 3.1 "Fighting virtual reality sickness". ScienceDaily. Columbia University School of Engineering and Applied Science. 2016-06-14. https://www.sciencedaily.com/releases/2016/06/160614121922.htm. Retrieved 2026-09-27.
- ↑ 4.0 4.1 Ben Lang (2020-03-26). "'Half-Life: Alyx' Patch Adds Continuous Turning, WMR Tweaks, and Crash Fixes". Road to VR. https://www.roadtovr.com/half-life-alyx-continuous-turning-smooth-crash-fix/. Retrieved 2026-09-27.
- ↑ 5.0 5.1 5.2 5.3 5.4 5.5 5.6 Yasin Farmani, Robert J. Teather (2018). "Viewpoint Snapping to Reduce Cybersickness in Virtual Reality". Proceedings of Graphics Interface 2018. https://www.csit.carleton.ca/~rteather/pdfs/GI_2018_viewpoint_snapping.pdf. Retrieved 2026-09-27.
- ↑ 6.0 6.1 6.2 6.3 6.4 6.5 Jonathan W. Kelly, Taylor A. Doty, Stephen B. Gilbert, Michael C. Dorneich (2025). "Field of View Restriction and Snap Turning as Cybersickness Mitigation Tools". IEEE Transactions on Visualization and Computer Graphics, vol. 31, no. 9, pp. 5704-5712. doi:10.1109/TVCG.2024.3470214. https://doi.org/10.1109/TVCG.2024.3470214. Retrieved 2026-09-27.
- ↑ "Continuous Turn Provider - XR Interaction Toolkit 3.1". Unity Documentation. Unity Technologies. https://docs.unity3d.com/Packages/[email protected]/manual/continuous-turn-provider.html. Retrieved 2026-09-27.
- ↑ 8.0 8.1 "ContinuousTurnProvider.cs (XR Interaction Toolkit package source, version 3.7.0-pre.1)". GitHub. needle-mirror. https://github.com/needle-mirror/com.unity.xr.interaction.toolkit/blob/master/Runtime/Locomotion/Turning/ContinuousTurnProvider.cs. Retrieved 2026-09-27.
- ↑ "Locomotion Events". Meta Horizon OS Developers. Meta. https://developers.meta.com/horizon/documentation/unity/unity-isdk-locomotion-events/. Retrieved 2026-09-27.
- ↑ 10.0 10.1 "Turning - Immersive Web SDK". Meta Horizon OS Developers. Meta. https://developers.meta.com/horizon/documentation/web/iwsdk-concept-locomotion-turn/. Retrieved 2026-09-27.
- ↑ 11.0 11.1 11.2 11.3 11.4 "Locomotion comfort and usability". Meta Horizon OS Developers. Meta. https://developers.meta.com/horizon/design/locomotion-comfort-usability/. Retrieved 2026-09-27.
- ↑ Richard Yao, Tom Heath, Aaron Davies, Tom Forsyth, Nate Mitchell, Perry Hoberman (2014-04-30). "Oculus VR Best Practices Guide v0.008 (April 30, 2014)". Oculus VR. Oculus VR, Inc.. https://s3.amazonaws.com/arena-attachments/238441/2330603062c2e502c5c2ca40443c2fa4.pdf. Retrieved 2026-09-27.
- ↑ 13.0 13.1 13.2 13.3 13.4 13.5 13.6 Shyam Prathish Sargunam, Eric D. Ragan (2018-04). "Evaluating Joystick Control for View Rotation in Virtual Reality with Continuous Turning, Discrete Turning, and Field-of-view Reduction". IWISC 2018: 3rd International Workshop on Interactive and Spatial Computing. ACM. doi:10.1145/3191801.3191815. https://www.cise.ufl.edu/~eragan/papers/Sargunam_IWISC2018.pdf. Retrieved 2026-09-27.
- ↑ 14.0 14.1 Fei Wu (2022-09). "Design and Evaluation of Dynamic Field-of-View Restriction Techniques to Mitigate Cybersickness in Virtual Reality". PhD dissertation, University of Minnesota. University of Minnesota. https://conservancy.umn.edu/server/api/core/bitstreams/d47e7348-2299-4a01-8079-4ba5f2d72ea2/content. Retrieved 2026-09-27.
- ↑ 15.0 15.1 Paul White, Antony Stevens (2018-04-17). "Cloudhead Games - Lessons Learned From Five Years of VR Locomotion Experiments". Road to VR. https://www.roadtovr.com/cloudhead-games-lessons-learned-five-years-vr-locomotion-experiments/2/. Retrieved 2026-09-27.
- ↑ Cymatic Bruce (2014-03-22). "GDC 2014 Video Interview - New Demo and Design Innovations from Cloudhead Games". Road to VR. https://www.roadtovr.com/gdc-2014-new-demo-design-innovations-cloudhead-games/. Retrieved 2026-09-27.
- ↑ Pulkit Budhiraja, Mark Roman Miller, Abhishek K Modi, David Forsyth (2017-10-06). "Rotation Blurring: Use of Artificial Blurring to Reduce Cybersickness in Virtual Reality First Person Shooters". arXiv preprint 1710.02599. https://arxiv.org/abs/1710.02599. Retrieved 2026-09-27.