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Oculus has teamed up with Crytek to share a series of VR game design learnings. The second and latest post in the series explores eight prototype methods for moving or rotating in virtual reality.

Keeping players comfortable in VR is the very first step to creating a compelling experience, but so far there isn’t one method of locomotion that makes sense for all types of games. The best VR games we’ve seen to date are those which pair the right locomotion method with the right gameplay, so experimenting with the two together before diving into production is important.

Luckily Oculus and Crytek have invested time in experimenting with new VR locomotion schemes and is sharing their learnings with everyone. The latest post in Oculus’ “Developer Perspectives” series includes a video playlist showing eight prototype methods for moving and rotating in VR:

In the post, the authors stress that developers should aim to pick the right locomotion scheme, or combination of locomotion schemes, that fit their specific project goals:

For anyone checking out our video playlist for the first time, our advice would be to first think about how you want to combine different methodologies to find the most successful concept for your project, as most have pros and cons that need to be balanced depending on the project. In our playlist of experiments, we tried a wide range of different methods. Some failed. Some worked. Some may create physical fatigue. Some required combining with different techniques to show their potential.

They also describe three methods that they found particularly interesting: