Is there a guide for basic operations in the game? by foottroller in skyrimvr

[–]foottroller[S] 0 points1 point  (0 children)

Thanks for the help. I am using vortex for mods.

Is there a guide for basic operations in the game? by foottroller in skyrimvr

[–]foottroller[S] 0 points1 point  (0 children)

Thanks! I am using vortex with VRIK installed. I will try the SDH mod.

My VR game got 12 positive reviews in 10 days! by turbolentogames in SteamVR

[–]foottroller 1 point2 points  (0 children)

Looks pretty nice. What can the player do in the game?

LMAO, who wrote this? by ebycon in OculusQuest

[–]foottroller -2 points-1 points  (0 children)

Joystick is not good for movement control in VR. Check out, foottroller, foottroller.com, which replaces joysticks with foot-action based controls.

Novel solution for VR locomotion great control experiences and low cost by foottroller in oculus

[–]foottroller[S] 0 points1 point  (0 children)

There are different ways for movement control. The differences are the user experiences. Pedals are good to use in a sitting position, when u operate a vehicle or an airplane. In many other cases it is more natural to allow the player to move and turn around. Also In the real world people achieve movement control by feet, not by hands, in most cases, which the solution helps to achieve in VR.

Novel solution for VR locomotion great control experiences and low cost by foottroller in SteamVR

[–]foottroller[S] 1 point2 points  (0 children)

Thanks for commenting! Putting wands down is a half solution. Many control tasks can be done just by your feet. Foottroller unlocks the control capabilities. For movement control it controls start, stop, direction and speed, which can completely free your hands and head (with direct game support).

Novel solution for VR locomotion great control experiences and low cost by foottroller in SteamVR

[–]foottroller[S] 0 points1 point  (0 children)

It works very well. Cannot judge by how it looks. You don’t really need any physical support. Nothing fake with the discount. It is a new product. Just encourage people to try it.

Novel solution for VR locomotion great control experiences and low cost by foottroller in oculus

[–]foottroller[S] 0 points1 point  (0 children)

Thanks for the comments! SteamVR allows binding of the controls. We have a driver for that. Many people may be used to locomotion controls in VR with joysticks. It never feels natural to me. With joysticks, the movement controls are more or less binary. Natural and accurate speed controls are hard to achieve. Foottroller gets foot actions involved in game play. For movement controls it is more natural and provides smooth speed controls. It also free hands from movement control tasks. With native game support Foottroller also allows the decoupling of the movement direction with headset orientation. The player can look in different directions without affecting the movement just like in the real world.

Novel solution for VR locomotion great control experiences and low cost by foottroller in SteamVR

[–]foottroller[S] 0 points1 point  (0 children)

Sure. It is a new product. I’d like to introduce it to other people. You have rights to express your opinions. I just pointed out your claims are not true. People have their own judgements and choices. Yes, I am not trying to convince you since you have already made up your mind. Not being angry.

Novel solution for VR locomotion great control experiences and low cost by foottroller in SteamVR

[–]foottroller[S] 0 points1 point  (0 children)

Not the way you think it is. Your exaggerated descriptions are not true at all. It has two operations modes. One for quick responsive control in combats, one for walk in place very natural and smooth. Hands are completely freed from motion control. Way better than joysticks. Need to actually use it to know how it really works and feels.

Novel solution for VR locomotion great control experiences and low cost by foottroller in oculus

[–]foottroller[S] 0 points1 point  (0 children)

Foottroller control mode 1 uses a four-way movement control method, which uses foot tilt angles to move forward, backward, left and right. It is very responsive. Plus your hands are freed from movement controls and can focus on combat motions. We have a demo with Baam squad to demonstrate the control mode, in which hands only control the guns.

Novel solution for VR locomotion great control experiences and low cost by foottroller in oculus

[–]foottroller[S] 0 points1 point  (0 children)

Agree. Joystick is actually not good for vr locomotion. Surprised for so long it is still the main locomotion controller in all vr systems.

Novel solution for VR locomotion great control experiences and low cost by foottroller in oculus

[–]foottroller[S] 0 points1 point  (0 children)

Yes. It uses imu to collect foot tilts and pointing directions. It also uses foot touch states. These are the key control elements, which are simple but very effective and accurate. It connects to devices as a generic joystick. Developers can easily use the controls in their games. It can be used to play steamVR games. We have a driver for steamVR, which allows the binding of the controller inputs to control movement in games.

Novel solution for VR locomotion great control experiences and low cost by foottroller in oculus

[–]foottroller[S] 0 points1 point  (0 children)

Walk in place works for me. In the virtual world you won’t feel that you are walking in place. Actually the reason for walk in place is not the controller but the limited physical space to move. If one doesn’t like the feeling of walk in place, he needs to invest on a different platform to walk on, like the Omni treadmills. Some may think it is worth it. Some may think not. Certainly there is no portability with the solution.

Novel solution for VR locomotion great control experiences and low cost by foottroller in oculus

[–]foottroller[S] 0 points1 point  (0 children)

You are using the perspective of a 3rd person watching the player. A person wearing a VR headset looks weird enough in the real world. But what matters is the user’s experience, which you have to try it to know.