We wanted to be able to offer any kind of gameplay experience you can find in regular video games but with total immersion in VR. Our main issue was the motion sickness that was induced by all the “classical” ways of moving video games were used to.
We worked a lot on VR locomotion in the past, from gesture recognition to proprioception illusions, when roomscale VR became a thing, we were ready.
Our solution offers human locomotion in VR with full freedom of movement, “as real life” agility and liberty of action, which means, walking, running, climbing, jumping, crawling, and even swimming. And all that while avoiding motion sickness.