Half-Life: Alyx Locomotion Videos

Valve offers three new videos from Half-Life: Alyx showing off gameplay from the upcoming VR installment in the Half-Life series. The focus is to show the different ways Alyx will navigate in the game: The first demonstrates the game's teleportation locomotion method, the second shows a continuous locomotion style, and the third is what they call the shift locomotion style. Additionally, IGN has a new video of their own showing the different locomotion methods with nine minutes of direct-feed gameplay. Word is: "See how Half-Life looks and feels in VR, and note that we intentionally switch from Blink movement mode to Continuous at the 6:06 mark so you can see the different locomotion settings in action."
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Re: Half-Life: Alyx Locomotion Videos
Mar 3, 2020, 10:25
18.
Re: Half-Life: Alyx Locomotion Videos Mar 3, 2020, 10:25
Mar 3, 2020, 10:25
 
Tipsy McStagger wrote on Mar 2, 2020, 22:09:
You can get very sick, very fast in VR. Your disassociation with body movement but eyes fully perceiving movement really can get you motion sick.

This is why for VR to truely take off, you need a cheap omnidirectional treadmill.

Omnidirectional treadmills have been explored quite heavily over the past few years but the consensus at this point is that:
(1) They are too large and expensive to be viable for at home gaming
(2) They are too energy intensive. It's hard enough to just get people to stand to play VR (which is why I think seated modes are critical and thankfully HLA will have one)
(3) They don't even solve the fundamental issue causing simulator sickness: the desynchronization between the movement perceived vestibularly and the movement perceived visually. To solve the problem one needs to actually stimulate the vestibular system. For some people they can slightly mitigate the issue by giving the *expectation* of movement, but they don't actually solve the fundamental problem
(4) Even if all of the above weren't problems, the experience of actually using these things is rather clunky because while they claim to simulate walking/running, the experience of the current implementations is more like "sliding", and so much of the geometry and the way these things strap you in interferes with movement. You end up using it as an abstraction for movement rather than walking/running naturally, so they're rather poor even from an immersion standpoint.

Contrary to popular belief, most people can get their VR legs (adapt to smooth locomotion) with some controlled exposure over a week or two. Once you get to that point, joystick locomotion offers a much better experience than these expensive, bulky, and clunky devices. So most people should just get their VR legs. And if they're one of the unlucky few that can't get their VR legs, unfortunately they're just going to have to accept this fact and stick to teleport (or stick with flat gaming and pray that some genius comes up with a solution to the actual problem)
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