A lot of work is going into walking in virtual reality (VR) right now. While Valve opts for real world movement with its roomscale tracking system, not every developer has adopted this technology yet, and those working on PlayStation VR and, to a lesser extent, Oculus Rift also can’t. For these developers, getting the walking speed of the player right is essential to maintaining immersion. That’s something that nDreams CEO Patrick O’Luanaigh has been talking about at EGX in Birmingham, UK recently.
“Games like Call of Duty have a sprint speed or a run speed of about 7 meters per second,” the developer said during his ‘Creating Real Games for Virtual Reality’ session. “But, actually, you normally walk around about 1.4 meters per second. If you jog – and most people jog sometimes – maybe 3 and a half meters per second. If you sprint – and I have to admit I don’t sprint very often – you might get to 5 and a half meters a second. But nobody moves at 7 meters per second. When you’re in VR you expect it to behave how you’re used to. So turning and moving needs to be kind of natural. I needs to feel like what you’re used to.”
nDreams is currently working on The Assembly for the Oculus Rift as well as the HTC Vive and PlayStation VR. The first-person adventure experience casts players as 2 different protagonists in an intertwining story, and is set to launch alongside the various head-mounted displays (HMDs) next year. VRFocus will keep you updated with all the latest VR commentary from nDreams and further details on The Assembly.