
Walk, jog, run, climb and crawl across a range of locations and terrains in the Freedom Locomotion VR demo. This game showcases the revolutionary Freedom Locomotion System that provides you with a wide range of options, which will allow you to find the most immersive fit regardless of how motion sickness sensitive you might be.
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Languages: English
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Themes across 46 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
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Freedom Locomotion VR demosunda çeşitli konum ve arazilerde yürüyün, koşun, koşun, tırmanın ve sürünün. Bu oyun, hareket hastalığına ne kadar duyarlı olursanız olun, size en sürükleyici uyumu bulmanızı sağlayacak geniş bir seçenek yelpazesi sunan devrim niteliğindeki Özgürlük Hareket Sistemini sergiliyor.
Does not work with Valve Index controllers. Your left and right hands will be swapped, and they will be facing backwards. To use it in any way, you need to not only hold your controllers backwards, but also twist yours wrists 180 degrees.
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Concurrent players on Steam, sampled daily since tracking started.
Hours played at review time, across 46 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Played with my Oculus Quest via AirLink and I have to say that it works like charm! It requires a bit to get used to it but than it's pretty immersive and looks real. Good job!
This is a cool demo to show a locomotion system for VR that could be really cool if game developers used it with their games.
This is one of the most exciting proof of concept demos I've seen for VR! Like many players I've been frustrated by the "legless" quality of VR gaming. Much of the immersive potential is lost when upper body interactions are so natural, yet the lower body remains immobile and aphysical methods like teleportation and gliding are used to move around. I've said often that I wish I could walk/run in place for locomotion, and even thought about building a DIY USB controller hack for flatscreen gaming for just that purpose. Then I discovered Freedom Locomotion's CAOTS method, and it's bloody brilliant. It's exactly what I imagined, and it should be the industry standard (are you listening, industry?). It makes "walking" in-game far more immersive *and* solves the problem of limited roomscale, permitting infinite walking distance. It adds a physical activity/exercise component to adventure and exploration games as well as virtual tourism. Truly you have to try it to realise how radical, yet how very sensible and simple, it feels. Tuning the parameters takes a little time. You have to tweak the walking speed (and thresholds between walk, jog, and run) so that it approximates your intuitive expectations for your own pace. It can also be a little challenging to stay truly In Place and not drift while jogging or running; but the demo's virtual fence plus your Guardian perimeter will keep you from running into the furniture :-) It took me about 15-20 minutes of play time and tweaking to get comfortable with CAOTS and then I loved it. Immersion was unprecedented; at times I truly felt I was in the virtual environment. I didn't feel any of the vertigo that "magic carpet" gliding induces; I felt solidly anchored to the game world. In my best of all possible worlds, the CAOTS algorithm is adopted by ALL headset manufacturers and becomes a standard setup option, so that play options are now Seated, Standing, or Walking. Having spent enough time with CAOTS to realise how effective it is, I would always choose Walking wherever larger-than-Guardian traversals are desired... which let's face it, is almost all the time! Alternatively if FLVR could be packaged as an add-on or patch controller configuration, to work with any conroller or game, that would be dandy. However my attempts to use VRocker suggest that trying to be compatible with every game is a hard target. Having game devs adopt FLVR at the SDK level to incorporate into their devel process seems like a better bet. The Room VR, to name just one, would be twice the game it is if it were freely navigable by walking, instead of limited to teleportation to a small set of fixed locations. Vader Immortal, H3VR, Google Earth VR, Sports Bar VR, Nature Treks VR, Walkabout Mini Golf... the list of games/apps that would benefit from "real walking" to move around is very long. Point-and-snap teleportation is just an ugly hack. A more natural method of locomotion could help popularise VR with the general public by reducing "VR seasickness" and making it easier and more intuitive to enter simulated environments (no gamepad-like controls to memorise). This is very fine work. If you are trying out the demo, be patient; I didn't really get it tweaked until I was past the model town and into the "rooftops," and I didn't realise the true joy of the locomotion method until I got to the 'logging road' demo at the very end. That was what wowed me; earlier phases of the demo were impressive, but it wasn't until I got out into a biggish open world with great scenery, long sightlines, and a generous amount of road/trail ahead that I really felt the full awesomeness of this locomotion method. I jogged for many minutes around the frozen lake and was more immersed that I've ever felt in a VR environment. Not having to (unnaturally) use buttons and sticks to move around is more powerful than you can imagine if you have not yet experienced it! Huge props to the dev who is imho a genius and a trailblazer. I wish I knew how to get the industry to adopt this code. It would push VR one big step further towards market saturation for sure!
sorry not for me
I fully believe that this is the BEST solution to the vr locomotion issue, if this was to be implemented into other games I fully think it would be a hit. I wish the the developer behind this good luck.
If Steam used a star system instead of a thumb system, I'd give this game 5 stars. Unfortunate that it only really exists within this software, though... Kinda pointless, that. Why introduce such a revolutionary method of virtual travel, only to let it collect dust inside one software program?
Recenzja dwujęzyczna. Komentarz + translator. Bilingual review. Comment + translator. To miało być tech-demo na 20 minut, siedziałem w grze 4 godziny. Gra ma za zadanie pokazać możliwości nietypowego systemu poruszania się w świecie vr. Który polega na chodzeniu, truchtaniu, bieganiu w miejscu, ale nie sterujemy głową tylko manipulatorem. Co jest rewelacyjnym pomysłem, bo biegnąc (realnie) możemy się rozglądać. Do dyspozycji mamy kilka poziomów do odblokowania. Duży samouczek, gdzie możemy się wspinać na robota i budynki, oraz przeczytać ogrom wskazówek. Makietę miasta, kładkę pomiedzy wieżowcami przyszłości, duży krajobraz z górami i jeziorem przypominający świat Skyrim. W każdym z poziomów są ukryte dwa przedmioty, znalazłem też jakieś sekrety. Wszystkie odblokowane poziomy łączy "Nexus" gdzie mamy do dyspozycji drugiego robota, ściankę wspinaczkową i inne atrakcje. Znalazłem wszystko, będę wracał pobiegać. It was supposed to be a tech-demo for 20 minutes, I sat in the game for 4 hours. The game is designed to show the possibilities of an unusual system of movement in the vr world. Which consists in walking, trouching, running in place, but we do not control the head but manipulator. Which is a great idea, because running (realistically) we can look around. We have several levels to unlock. A large tutorial where we can climb the robot and buildings, and read the enormity of the tips. A mock-up of the city, a footbridge between the skyscrapers of the future, a large landscape with mountains and a lake resembling the world of Skyrim. In each of the levels are hidden two items, I also found some secrets. All unlocked levels combine the "Nexus" where we have at our disposal a second robot, a climbing wall and other attractions. I found everything, I'll keep coming back to run. Gorąco polecam. I highly recommend it. edit: and: Zaptruder [producent] 4 maja 2017 o 10:16 1.3.1 Also includes Vive tracker functionality. If you have one, you can attach it to the back of a belt and wear it (on your back) before you load the demo. Upon loading, you'll find you have a torso, and that the direction of movement is determined by the direction of that torso, rather than the hands in the usual movement conditions. It'll also use the tracker to determine the amount of motion for CAOTS, rather than using the HMD, providing a more accurate reading of overall body motion.
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