Open a new era, the fluid motion VR game "Sprint Vector" experience notes

The Adrenaline Platform Game is an adjective used by Survios to describe its latest VR game, Sprint Vector. The core of the game is the Fluid Motion System, a comprehensive system that combines various VR sports techniques to achieve the VR world. Move at high speed without causing motion sickness.

开启新时代,流体运动VR游戏《Sprint Vector》体验手记 AR游戏

Movement in virtual space has always been one of the biggest challenges for VR. The basic first-person movement mechanism has been a major part of game design over the past two decades, but it causes motion sickness when applied to VR. The VR industry has been looking for and experimenting with new ways to allow players to move comfortably in large virtual spaces. Part of the popular method is to let the player sit in the cockpit (mainly for racing games); teleport/transfer; or not use the mobile system at all (no need for any movement by the player).

In addition to the cockpit mechanism (but not the non-racing game), there are very few VR motion mechanisms that allow players to maintain a high-quality immersion while achieving a wide range of fast movements.

For the new approach to Sprint Vector, players can compete in a virtual environment by interacting directly with the game world. At first glance, I believe many VR practitioners will suspect that this mechanism will immediately cause motion sickness. However, although it is too early to judge that it is suitable for every VR player (some people are more prone to motion sickness, others are the opposite), but during the game experience, the fluid movement system of Sprint Vector does make Yingwei The mesh is bright. This mechanism not only makes YiVian comfortable to fly in the virtual space, no dizziness, and it is very interesting to play.

So how does it work? At the heart of the fluid motion system is that the player presses the trigger button and then swings the arm back and forth quickly when the trigger button is released. This will produce a certain amount of energy, which will prompt the player to move forward. The same is true for the other hand, and the swinging of both hands will allow you to enter a continuous advancing cycle to achieve "sliding" in the virtual world. The faster the swing arm, the faster the game character will be. The vibration feedback of the controller will help you understand the contribution of each swing arm to the amount, so you can determine if your movements are reasonable or need to be adjusted.

While this "sliding" or running is the primary method of fluid motion systems, it can seamlessly combine jumping, flying, climbing and turning.

If you need to jump, just press and hold another button on the controller and release it. This will provide a certain amount of upward thrust. If you grasp the timing properly, you will jump higher. You can even achieve a two-segment jump, just repeat the jump operation in the air.

In the air, you can also achieve a short flight. At this point you can lift your hands, just as Superman is in flight, by adjusting the direction of his hands to control the flight.

As for climbing, you need to grab the special handrails on the wall and use the controller to throw yourself up.

Then there is a turn. This requires different inputs from the head and hands to quickly turn from one side to the other, which is especially useful when avoiding obstacles, or your speed will slow down.

The reason that Survios calls it a fluid motion system is obvious: all these different movements need to be tightly integrated to help users of Sprint Vector race in the virtual world. As a player, you will feel the control of the game, how to combine each skill will determine the speed of each stage you complete.

Another attractive reason for fluid motion systems is immersion. For a long time, the immersion and movement in VR is largely a choice between fish and bear's paw. Teleportation allows players to move around a wide range, but after millions of years of evolution, our brains develop a sense of space that depends in part on how we perceive the environment as we move. The teleportation strips off this perception and affects immersion. However, the fluid motion system allows you to perceive the surrounding environment as the user moves, and requires you to interact directly with it each time it moves, which enhances the fidelity of the virtual world.

The importance of Sprint Vector and fluid motion systems should not be underestimated. "Destroyer" (1993) did not invent the first-person shooter game, but it opened the era of the FPS game category, and developed the sports system and control system developed by the predecessors into a full-featured and fascinating mechanism that promoted the FPS game. Widespread popularity. I think Sprint Vector is also likely to do this.

Survios stressed that Sprint Vector is still in a very early stage, and they still need a lot of optimization and improvement of fluid motion systems. In addition, the studio has not released games on any VR platform (but they have been demonstrated by HTC Vive at the GDC conference, so it is likely to support Vive headlines), and did not disclose the specific launch time.


OEM Private Label Oil

Ji'An ZhongXiang Natural Plants Co.,Ltd. , https://www.jxzxessentialoils.com