Room-scale

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Room-scale is a design paradigm for

tracking equipment such as infrared sensors, the VR system monitors the user's movement in all directions, and translates this into the virtual world in real-time.[1] This allows the player to perform tasks, such as walking across a room and picking up a key from a table, using natural movements. In contrast, a stationary VR experience might have the player navigate across the room using a joystick or other input device.[2]

The HTC Vive virtual-reality system incorporates room-scale tracking in its core design, using two infrared tracking stations located in opposite corners of the room to monitor the movement of the player.[3]

The Oculus Rift VR system was introduced primarily for front facing 180 degree experiences. However, Oculus now supports two sensor diagonal placement roomscale or users can purchase a third sensor to enable more robust room-scale tracking,[4]

Criticism

Room-scale experiences require a large amount of empty space for the player to walk around without the risk of bumping into real-life obstacles. In a typical home, this can require an entire room to be dedicated solely to room-scale VR, which may not be practical in a small home or apartment.[3] Since the amount of space available in a room-scale setup will vary from location to location, developers cannot assume a fixed play space, and users' experiences may vary depending on the amount of space they have available.[5]

References

  1. ^ Fadelli, Ingrid; Xplore, Tech. "RoomShift: A room-scale haptic and dynamic environment for VR applications". techxplore.com. Retrieved 2023-08-29.
  2. ^ Porges, Seth. "Why 'Roomscale' Is The Most Important Concept In VR". Forbes. Retrieved 2023-08-29.
  3. ^ a b Paul James (5 April 2016). "HTC Vive Review: A Mesmerising VR Experience, if You Have the Space". Road to VR. Retrieved 2016-12-15.
  4. ^ "An extra $79 turns the Oculus into a room-scale VR system". Engadget.com. 2016-10-06. Retrieved 2016-12-15.
  5. ^ Sean Hollister (2015-06-13). "Oculus Founders Explain Why You'll Likely Stay Seated In Virtual Reality". Gizmodo.com. Retrieved 2016-12-15.