Room scale
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Room-scale (sometimes written without the dash) is a design paradigm for
virtual reality Virtual reality (VR) is a simulated experience that can be similar to or completely different from the real world. Applications of virtual reality Virtual reality applications are applications that make use of virtual reality Virtual ...

virtual reality
(VR) experiences which allows users to freely walk around a play area, with their real-life motion reflected in the VR environment. Using 360 degree
tracking Tracking may refer to: In science and technology In computing * Tracking, in computer graphics, in match moving In visual effects Visual effects (sometimes abbreviated VFX) is the process by which imagery is created or manipulated outsi ...
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. 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. The
HTC Vive HTC Vive is a virtual reality Virtual reality (VR) is a simulated experience that can be similar to or completely different from the real world. Applications of virtual reality Virtual reality applications are applications that make u ...

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. The
Oculus Rift Oculus Rift is a discontinued line of virtual reality headset A virtual reality headset is a head-mounted device that provides virtual reality for the wearer. Virtual reality (VR) headsets are widely used with video games but they are also ...
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,


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. 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.


References

{{Mixed reality Virtual reality