VR Chat and Beat Saber

VR chat:

VR chat is currently one of the most well-known instances of Virtual Reality currently being used in the present day. Initially touted as a simple video game back in 2017, one could argue that now, it could be something like a prototype Metaverse that Facebook/Meta has been promoting in recent months.  While I personally have not used it, having observed it being used throughout the past few years as a replacement for reality itself due to the ongoing pandemic, I do believe several of its features are quite praiseworthy.

Features:

User generated models and content:

In VR chat, one is able to supply their own user generated models or content for use in VR chat.  So long as it abides by VR chat’s guidelines, the content should be safe for work for everyone to view or peruse.  When it comes to day-to-day infractions, its up to users present to lodge reports.  With such user-generated content, users can freely express themselves in any way, shape or form, unlimited in style or otherwise.

Barrier of entry:

Graphical user interface, application, Teams

Description automatically generated

In terms of accessing and using VR chat, there are many ways of accessing the program, with or without the use of an actual VR headset, of course losing some functions such as certain limb movement as trade-offs.  You are generally free to use a variety of different headsets, such as the HTC Vive, or none if you are unable to acquire one.  This generally makes it accessible to most people, especially since the base program is free.

Improvements:

Currently, it is still very much possible to crash and kick people off of VRchat due to access to one’s IP address and presence as seen in this video (the dark side of vrchat).  Even if you conceal your IP address via 3rd party services, it is still possible to crash the world you are in, kicking you out.  Sine this happens mainly in public spaces, perhaps there is a way to obscure the list of people in the world via the API, or at least only allow certain access?

Aside from that, there could be other improvements like overall graphics, but that would probably require overhauling the system in a different way.

Beat Saber:

Another one I would like to mention would be Beat Saber, which is a VR rhythm game where players basically play to the rhythm of the song.

How To Download And Install New Custom Songs On Beat Saber

Users simply have to slice the oncoming block with the saber of the matching colour, while following the rhythm.  While I will not go too in depth unlike the above example, I would like to make note of the free rein given to its users in being able to use and design their own avatars and maps/tracks to play with.  Additionally its simplistic design makes it easy to pick up and play.

Currently to play this game, you require the use of a VR headset and motion controls, which is not exactly the cheapest to acquire all the time.  Perhaps going forward, as technology advances, we will be able to more easily acquire cheaper controllers to use.  Or be this guy.

POPULATION: ONE

A popular VR game that I really like is POPULATION: ONE. POPULATION: ONE is a squad-based virtual reality (VR) Battle Royal game. Players team up as a squad and try to take down other teams using weapons and items found in the virtual world. At the same time, the play area for the game will progressively decrease, encouraging players to battle it out while killing players who are outside of the play area. The following screenshot shows the gameplay and its layout from the lens of the player.

There are a few reasons why this game is popular among gamers:

  1. This open-world survival game allows for players to explore freely and interact with the virtual game items however they wish, catering to the different playstyles people might have. It essentially gives players the ability and power to do things that they want, making the game flow less restrictive and less predictable. This different experience entices players to continue playing and effectively prevents a looping cycle of repetitive gameplay.
  2. Compared to other mobile or PlayStation games, players are no longer staring at a screen and pressing buttons to shoot your gun. Rather, players themselves are physically doing the actions of aiming or firing their guns, as well as reloading their guns. This elemental engages more than just the eyes and ears of the players but include physical movement too. Motions such as climbing and flying would provide an entirely new experience for players as they are unable to experience this on handheld Battle Royal games. These interactions and experiences cannot be easily captured without the use of VR.

    POV of player while climbing


    POV of player while flying
  3. Another interesting feature supported by POPULATION:ONE is its Vertical Combat System (VCS). This VCS offers vertical mobility and freedom for users to fly and glide as they wish. Climbing physically is vastly different from using a touchpad to maneuver their character. The VR-headset allows players to climb and look over their shoulders to fire at enemies. Such motion and action are generally not possible in the handheld version of Battle Royal games.

  4. Lastly, this game allows for crossplay using with different VR headsets. As more VR headsets enter the market, crossplay support ensures that players can use a VR most suited to their style. POPULATION:ONE currently supports Oculus Quest and Rift Platforms, HTC Vive, Windows MR, and Valve Index.

However, despite its popularity, there are also some features that need to be improved in POPULATION:ONE:

  1. The art style and graphics of the game needs to be improved. Most of the buildings and guns in the game as simply designed which makes some of the gameplay bland. Most of the buildings do not have textures and surfaces to them which makes it unappealing to visual players who enter the VR world. This shortcoming could be one of the reasons why POPULATION:ONE might be losing its player base. Poor design of the characters in the same caused many of the characters to look like each other. This provides little to no customization for players to dress up their characters which is a highly sought-after feature in many games today.

    A possible way to improve this is to do a design revamp of all the characters in the game and introduce items such as accessories or different types of clothing so that more customizations can be done to the characters.

References:

  • Jagneaux, D. (2021, August 6). Last man standing: How bigbox’s ‘population: One’ successfully dropped Battle Royale into VR. Facebook Technology. Retrieved January 14, 2022, from https://tech.fb.com/last-man-standing-big-box-population-one-battle-royale-vr/
  • One – battle royale in VR. POPULATION. (n.d.). Retrieved January 14, 2022, from http://www.populationonevr.com/

Unity Slice: Table

An XR demo for tabletop games

Mixed Reality(XR) has the opportunity to enhance the experience of reality and Unity Labs have set out to grasp that opportunity with their XR demo, Unity Slice: Table. Unity Slice: Table is an XR prototype where users can play tabletop games virtually on a flat surface in the real world. As a fan of tabletop games, I like this demo because it allows players to play these games online from the comforts of everyone’s home while enhancing the whole experience visually and interactively. The demo engages the player by presenting a fully virtual play space without the need for physical items. In the demo video, two men are able to play a game of chess using a small space in their house and interact with the chess board using only their hands. They are also able to change the environment around them to a virtual space and transform into a virtual avatar.

The ability to join a virtual tabletop online and look like you are seated in someone’s physical space is promising as it is a step towards the Metaverse concept, where friends can virtually meet up as though they are meeting physically. Also, the changing virtual environment is an impressive feature as future development could lead to more interactive and realistic space. For example, a fantasy tabletop game could “teleport” people into the fantasy world itself and allow players to interact with this world as it changes and evolves with the game. However, there are some setbacks to the prototype. One example is that the board requires the controllers to set a location for the board. Given more development time, I could see the possibility of setting the board freely on any physical space you can see by solely using your hands.

I am excited to see this XR prototype further improved in the future.

VR Locomotion – Dreaming of new ways to address movement

Understandably, using VR requires quite a huge amount space if one wants to fully immerse themselves in the VR space. However, as VR becomes more and more accessible, perhaps we should start considering solving the problem of VR locomotion for the average consumer. Current solutions like the omni-directional threadmills can take up a lot of space, but for someone who wants to use VR by themselves at their own desks, they might not have that kind of space available. That is why I thought, what if we can move our feet while still in our seats?

Well, turns out there are already companies with that idea too. There is Roto VR with their chair that tracks the direction you are facing, and there is the Cyber Shoes, wearables that you can use to ‘walk ‘ while sitting down. However, I have in mind some other options that are, while similar to cyber shoes, work a bit differently.

What I propose is a mat that one can place surrounding their chair. By dragging their feet across this mat (much like the cyber shoes), some sort of tracking can be done and translated into locomotion in the virtual space. Ideally, users would only need the mat for this mechanic to work, but if more peripherals are needed, perhaps something light and accessible would be best.

Of course, this is just a theoretical solution to the locomotion problem. This is not consideration how implementation could work. Some ideas that I can throw out are as follows:

  • Using technology similar to touchscreen technology, except it would be able to detect feet.
  • Using rollers in 8 directions, essentially mimicking a 8-directional D-Pad.
  • With the use of extra peripherals on/near the feet, perhaps the use of eletromagnetic technology similar to what is used in Motion Capture technologies?
  • With socks, perhaps static can be used to measure the direction of movement.

These are just some ideas for solving locomotion in VR for the average consumers. Whether they work, I have no clue, but I guess everything starts with an idea?

Locomotion in VR with Leaning

There are several Virtual Reality (VR) locomotion techniques, such as teleportation, walking-in-place and reorientation. A method that is not so commonly seen is perhaps leaning, where the user physically leans or tilts in order to move the user forward in a VR space. It allows for moving in a large virtual environment without much physical exertion and not a lot of physical space is required. Furthermore, it could be relatively inexpensive with Nintendo Wii Fit Balance Boards (100 USD) [1].

Leaning in VR (Image credit)

Compared to the walking-in-place technique, users also have similar spatial awareness when using leaning to navigate a VR world [1]. As spatial awareness is our natural ability to maintain our body orientation and position relative to our surroundings, it is important in order for users to successfully navigate through a large VR environment.

Leaning to move around in VR may even be preferable to walking-in-place as it could enable the user to explore a large area in the virtual world a lot more quickly and effortlessly as compared to walking-in-place [1].

Personally, I feel that this would be quite an interesting way to navigate a VR environment, and it may feel natural as it could be somewhat similar to the leaning motion in sports like surfing and skiing. Expanding on this idea, I would suggest using the hand controllers to allow users to increase or decrease their movement speed while leaning. This may be a more accurate and effective method than determining the user’s speed based on how much they lean. Some users may also feel physically uncomfortable to tilt their body too much forward or backward or worry that they may fall over (especially because they are not able to view their physical environment with a VR headset on). Adjusting the movement speed using the input from the hand controller could be gradual and also tied with the leaning direction of the user. For instance, after the user had pressed the button to increase their speed, if they choose to lean backwards, the speed could slowly decrease as well, without another input from the user. This may also feel more natural for the user.

Reference:
[1] Human joystick: Wii-leaning to translate in large virtual environments

VR Locomotion

Virtual reality (VR) is getting more popular by the year, and is often seen as the next step towards immersion in the gaming industry. However, based on a study from University of California “A User Experience Study of Locomotion Design in Virtual Reality Between Adult and Minor Users“, VR locomotion that mirrors real-world movement exclusively is the least preferred by all users. Unlike most games that we play on a screen/monitor, VR would require a new way for players to traverse in game before being widely accepted by the consumers.

One way to reduce the player’s discomfort in VR locomotion is to have the player move along with the character in the game, but such technology is still not widespread and can be too costly for most. Time is still needed for these devices to mature.


A much simpler and quick way is to use teleportation-based movement for the time being. The “Blink” mechanic has already been used in multiple VR games, such as Half Life: Alyx, to allow comfortable locomotion within. The drawback is the reduction of immersion when the game setting do not fit the mechanic.

Of course, all limitations can be utilised well with the right application. A game that revolves around teleporting the player character would easily turn the blink into a gameplay feature. The Dishonored series already has a teleportation skill, coincidentally known as “Blink” too, and such mechanics can be used in conjunction with the VR mechanic to create a much more immersive in-game environment. What’s more, the blink mechanic can be tweaked to suit the game setting too, such as the “Dash” shown below, which does the same thing with an added flair. With all these possibilities, current VR games need not fear to sacrifice too much immersion while waiting for a better solution to the VR locomotion problem.

VR Locomotion – Natural Vision

Many VR games and simulations invent new methods of locomotion to reduce virtual reality (VR) motion sickness for players. For example, teleporting the player is commonly used to reduce translational movement, which is known to cause motion sickness. However, as a person who experiences VR motion sickness, I feel that the nausea is amplified more by the instability of the camera. Therefore, I believe that any form of VR locomotion can actually be used as long as it is accompanied by a method that stabilises the player’s vision.

In real life, our vision is quite stable, whereas in VR, any slight shift of your head will be perceived as the camera wobbling. This effect is enhanced when moving, such as when walking or running, but can also occur while stationary and looking around. There are solutions that try to limit the player’s range of movement in order to reduce this wobbling effect. However, I believe that it can be reduced even further by building a gimbal into the VR headset. Gimbals are used to stabilise cameras while filming, and I believe that this can also be applied to VR headsets. The effect of gimbals will be like a hardware version of motion interpolation. This should help to reduce motion sickness by decreasing judder and unnatural eye movements. Gimbals are already used in cameras designed to film 360 degrees videos for the same reason, so why not have them inbuilt into headsets?

VR Locomotion – Walking In Place

The type of VR locomotion I would be most used to (though I have never tried) is probably a VR treadmill. One walks in place on the treadmill to simulate movement and prevent VR sickness. However, the cheapest of these still go for about $1000 (and look pretty silly). I think that thought needs to be put into where and when VR is used in gaming, so that it enhances the gameplay. In a VR game that can truly deliver experiences that one can never get in real life, then using a treadmill to simulate movement might provide extra realism.

VR Shoes – A Potential VR Locomotion Solution?

One of the limitations of VR games is the “supposed” need for real-life large spaces for players to move while playing in VR. Some solutions include using an analog stick or even teleportation to move around – but these may lead to motion sickness (or even break immersion).

Another possible solution is using electronic shoes (VR shoes). These shoes are equipped with electronic trackers that detect movement and speed.

However, unlike the treadmill that is designed to keep players in a fixed place, the VR shoes are not explicitly designed to do so. A creative way of negating movement is to pull the player’s standing foot upon the completion of one step. This feature is implemented in Ekto One, a pair of wearable robotic boots:

Source: Geek Culture (Medium)

Here is a simple video demonstration of the boots being used in Half-Life Alyx:

There are no simulations of walking on the spot. The two rotating plates are able to rotate in the direction the player is moving towards. A set of wheels pull the leg back whenever the player takes a step forward, simulating the walking sensation.

However, the boots seem to be able to accommodate only simple movements. being about to re-create side-stepping or jumping would definitely be a huge challenge, but would greatly enhance the immersive experience.

How to Not Break Anything or Vomit

Motion Sickness
Who let the pumpkin use the Rift again?

Users of virtual reality headsets tend to experience negative side-effects such as headaches and vomiting. Many games counter this by having the player be stationary and using the famous “teleport” mechanism to move around instead. To me, it seems like a cheap way to fit a conventional game into a virtual reality headset.

Virtuix Omni, the first serious virtual reality project to be developed with a treadmill.

If moving around is desired, the virtual reality headset should come along with a treadmill or various sensors that are able to detect the wall of the room that you are in. The player can then use his or her own legs to move.

A knee surgery in virtual reality.

The drawback is that the treadmills are expensive, and not everyone has a big room to walk around in. Maybe the games should be designed for the virtual reality devices, instead of it being the other way around. The immersion of virtual reality is its biggest draw, giving rise to its popularity in the medical industry as it is used as a training tool.

Tourism is an industry where virtual reality might make a difference.

Other industries might be better suited to use the virtual reality headset technology instead. For example, the tourism industry could use it to hold virtual tours, where you can transport yourself to another location using a headset, but you would be only able to look around the area rather than moving around.

Using virtual reality to become a great driver.

In fact, I feel that virtual reality may make a difference in other forms of technical training, not just in the medical schools. It could be used to learn driving, for example, though you would not be able to feel the actual acceleration and forces that are present in a real car (and that might make you sick). Jordá Autoescuelas is a school that has adopted this method of training, though it is currently only provided for interested students.

Definitely, more research has to be done into the area, which would have to be boosted indirectly by a heightened interest in virtual reality by consumers or businesses.

Mobile gaming revenue over the decades.

What makes a platform successful for gaming? I would argue that it would be how useful the platform is outside of gaming. A good example is the mobile gaming industry. Smartphones were originally designed for business use, and only became popular when they were tailored towards consumers and included features like touchscreens and 3G mobile data networks. It seems to me that mobile gaming became a big market only because these phones became popular, not because people were buying it specifically to play Angry Birds or Candy Crush.

As for virtual reality devices, I reckon that they should follow the same path as well. First, aim for widespread adoption in fields such as medical training and tourism before a market for games naturally grows and matures.

Image Sources and References:

Pumpkin, Virtuix Omni: https://www.alfabetajuega.com/reportaje/la-realidad-virtual-y-sus-metodos-de-locomocion (The Virtual Reality and Its Methods of Locomotion)

Driving: https://autoescuelas-jorda.com/blog/realidad-virtual-para-aprender-a-conducir/ (Virtual Reality for Learning to Drive)

Tourism: https://invelon.com/realidad-virtual-y-realidad-aumentada-tambien-presentes-en-el-turismo/ (Virtual Reality and Augmented Reality Also Present in the Tourism)

Mobile Revenue: https://www.visualcapitalist.com/how-big-is-the-global-mobile-gaming-industry/