Hands-on: ‘Sprint Vector’s’ Breakthrough Locomotion Could Inspire an Entirely New Genre of VR Games

“Adrenaline platformer” is the apt descriptor that Survios is using for their newly announced title, Sprint Vector. The core of the game is what the company is calling the Fluid Locomotion System, a synthesis of VR movement techniques seen elsewhere that together add up to a supremely satisfying way to move around VR worlds at high speed without getting dizzy.

Moving players through virtual spaces is presently one of VR’s biggest challenges. Basic first-person locomotion—the foundation upon which a major part of the last two decades of game design has been built—makes many users nauseous when applied to VR. The industry has been researching and uncovering new techniques to move players across large virtual spaces in a ways that are comfortable. Some of the popular methods are putting players in cockpits (largely applicable to vehicle games), blinking/teleporting (where players click where they want to go and instantly appear there), or no virtual locomotion at all (designing the game to not require any virtual movement).

Except for the cockpit method (which doesn’t work thematically with non-vehicle games), few VR locomotion methods discovered so far allow players to move quickly and immersively across large distances.

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7 Ways to Move Users Around in VR Without Making Them Sick

Enter Sprint Vector’s new approach to VR locomotion which has players literally racing through virtual environments by means of direct interaction with the game world. At first glance it’s the sort of virtual movement that VR veterans would suspect would lead to instant nausea. And while it’s too early to say if it will work for every VR player (as nausea can be triggered differently from one player to the next), my hands-on time with the Fluid Locomotion System in Sprint Vector has astounded me. It didn’t only let me race through virtual space with no nausea, it was also incredibly fun.

So how does it work? At its core, the Fluid Locomotion System works by the player pulling a trigger on their controller and then swinging their arm backward as they release the trigger. This propels the player forward with a bit of momentum. Your other arm does the same thing, and using both in a swinging or running motion gets you into a continuous cycle of propulsion that lets you ‘skate’ through the world. Doing so quickly makes you move even faster. Vibrations in the controllers help you feel how much each swing of your arm is contributing to your momentum, which lets you quickly realize if your form is good or needs adjusting.

And while skating or running in this way is the primary method of movement, it gets seamlessly blended with jumping, flying, climbing, and swerving.

To jump you use another button on the controller to pull and release which gives you a little boost upward, moreso if you time it just right. You can double jump too, by doing the same with the other controller while already in the air.

Once you’re in the air, you can also have brief moments of flight. You control your flight by pointing both hands out in front of you like Superman, aiming your direction based on where you point your hands.

Climbing works by grabbing onto special hand-holds on walls and then using the controller to fling yourself upward.

Then there’s swerving, which uses a variety of inputs from your head and hands to let you quickly juke side to side, which comes in especially handy for dodging obstacles that would otherwise slow you down.

It’s clear why Survios is calling this the Fluid Locomotion System; all of these different forms of movement work together cohesively in Sprint Vector to add up to a thrilling race through the virtual world. As a player you feel deeply in control of how you’re speeding through the level, with your ability to weave each skill together determining how quickly you can complete each the stage.

Another reason the Fluid Locomotion System is compelling is because it keeps you immersed. Up to now, immersion and movement in VR have largely been a tradeoff. Blinking lets players move across large spaces, but over millions of years our brains have evolved a spatial sense that relies partly upon seeing the world move around us to map our surroundings; constant teleportation in VR is an immersion killer because it doesn’t let you map the virtual world in the same way that you do the real world. The Fluid Locomotion System, on the other hand, lets you see the world as you move through it, and asks you to directly interact with it at every move, further reinforcing the realism of the virtual world around you.

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'Raw Data' Developer Survios Raises $50 Million, Now Top Funded VR Dev Studio

The significance of Sprint Vector and the Fluid Locomotion System should not be underestimated. Doom (1993) didn’t invent the mechanics of the first-person shooter, but it wrapped up the locomotion and control learnings of prior works into a functional and compelling package that inspired widespread adoption of the game itself and an entire genre to come after it. I think Sprint Vector has a good shot at doing the same.

– – — – –

As for Sprint Vector itself, Survios insists that it’s still very early days for the game, and say they still have lots of improvements and refinements they want to make to the Fluid Locomotion System. So far they aren’t committing the game to any particular VR platforms (though it was demonstrated at GDC on the HTC Vive, so that’s a pretty good bet), and (sadly) aren’t ready to talk about a launch date yet.

The post Hands-on: ‘Sprint Vector’s’ Breakthrough Locomotion Could Inspire an Entirely New Genre of VR Games appeared first on Road to VR.

Survios neues Spiel „Sprint Vector“ sorgt für frischen Wind in der VR Locomotion

In den meisten VR-Spielen bewegen sich die Spieler langsam, mit statischen Bewegungen vorwärts. Die hierfür genutzten Fortbewegungssysteme verwenden Methoden wie beispielsweise Teleportation. Diese sorgen für ein angenehmeres Spielerlebnis, indem sie keine Bewegungsübelkeit beim Spieler erzeugen. Die Entwickler Survios (bekannt durch Raw Data) gingen das Thema in ihrem Spiel Sprint Vector dagegen völlig anders an. Anstelle von statischer Fortbewegung messen sich die Spieler in einem Hochgeschwindigkeitsrennen.

Fortbewegung durch das Fluid Locomotion System

In Sprint Vector bewegt sich der Spieler mit Armbewegungen vorwärts. Eine ähnliche Fortbewegungsmethode wird auch in Lucid Trips verwendet, in dem sich der Spieler physisch durch die Spielwelt zieht und mit seinen Armen abstößt. Denkt man an solche Bewegungsabläufe, könnte man von sofortiger Übelkeit ausgehen. Jedoch bleibt diese überraschenderweise aus, was für die Effektivität des Systems spricht. Darauf basiert das Fluid Locomotion System. Anstatt sich durch die Spielwelt vorwärts zu ziehen, schwingt man seine Arme wie bei einem echten Sprint hin und her. Wie das aussieht, wird in folgendem Video gezeigt:

Durch das Schwingen der Arme werden im Spiel schnelle Sprintbewegungen erzeugt. Damit rennt man mit bis zu 500 km/h durch die Spielwelt, springt über Türme, Mauern und Rampen und kann sogar kurzzeitig in Supermanpose durch die Luft fliegen. Das Ziel ist das Erreichen des Streckenendes. Das neu eingesetzte Fluid Locomotion System wirkt wie ein Wendepunkt in der Fortbewegung in Virtual-Reality-Spielen. Anstatt wie gewohnt nur langsam bzw. sprunghaft voranzukommen, geht es jetzt rasant mit hoher Geschwindigkeit vorwärts. Die Bewegungen fühlen sich dabei so natürlich wie möglich an – genauso wie das normale Rennen in der echten Welt.

Survios ist überzeugt von seinem System, dass die VR Locomotion vorantreibt und neue Möglichkeiten offenbart. Ob die Bewegungsübelkeit tatsächlich komplett ausbleibt, bleibt abzuwarten. Jedoch klingt die Herangehensweise hoffnungsvoll und wir dürfen gespannt sein, ob das Spiel hält, was es verspricht.

Gameplay Teaser:

(Quellen: Survios, Survios Youtube)

Der Beitrag Survios neues Spiel „Sprint Vector“ sorgt für frischen Wind in der VR Locomotion zuerst gesehen auf VR∙Nerds. VR·Nerds am Werk!

Survios neues Spiel „Sprint Vector“ sorgt für frischen Wind in der VR Locomotion

In den meisten VR-Spielen bewegen sich die Spieler langsam, mit statischen Bewegungen vorwärts. Die hierfür genutzten Fortbewegungssysteme verwenden Methoden wie beispielsweise Teleportation. Diese sorgen für ein angenehmeres Spielerlebnis, indem sie keine Bewegungsübelkeit beim Spieler erzeugen. Die Entwickler Survios (bekannt durch Raw Data) gingen das Thema in ihrem Spiel Sprint Vector dagegen völlig anders an. Anstelle von statischer Fortbewegung messen sich die Spieler in einem Hochgeschwindigkeitsrennen.

Fortbewegung durch das Fluid Locomotion System

In Sprint Vector bewegt sich der Spieler mit Armbewegungen vorwärts. Eine ähnliche Fortbewegungsmethode wird auch in Lucid Trips verwendet, in dem sich der Spieler physisch durch die Spielwelt zieht und mit seinen Armen abstößt. Denkt man an solche Bewegungsabläufe, könnte man von sofortiger Übelkeit ausgehen. Jedoch bleibt diese überraschenderweise aus, was für die Effektivität des Systems spricht. Darauf basiert das Fluid Locomotion System. Anstatt sich durch die Spielwelt vorwärts zu ziehen, schwingt man seine Arme wie bei einem echten Sprint hin und her. Wie das aussieht, wird in folgendem Video gezeigt:

Durch das Schwingen der Arme werden im Spiel schnelle Sprintbewegungen erzeugt. Damit rennt man mit bis zu 500 km/h durch die Spielwelt, springt über Türme, Mauern und Rampen und kann sogar kurzzeitig in Supermanpose durch die Luft fliegen. Das Ziel ist das Erreichen des Streckenendes. Das neu eingesetzte Fluid Locomotion System wirkt wie ein Wendepunkt in der Fortbewegung in Virtual-Reality-Spielen. Anstatt wie gewohnt nur langsam bzw. sprunghaft voranzukommen, geht es jetzt rasant mit hoher Geschwindigkeit vorwärts. Die Bewegungen fühlen sich dabei so natürlich wie möglich an – genauso wie das normale Rennen in der echten Welt.

Survios ist überzeugt von seinem System, dass die VR Locomotion vorantreibt und neue Möglichkeiten offenbart. Ob die Bewegungsübelkeit tatsächlich komplett ausbleibt, bleibt abzuwarten. Jedoch klingt die Herangehensweise hoffnungsvoll und wir dürfen gespannt sein, ob das Spiel hält, was es verspricht.

Gameplay Teaser:

(Quellen: Survios, Survios Youtube)

Der Beitrag Survios neues Spiel „Sprint Vector“ sorgt für frischen Wind in der VR Locomotion zuerst gesehen auf VR∙Nerds. VR·Nerds am Werk!

Survios’ New Title ‘Sprint Vector’ Could be a Watershed Moment for VR Locomotion

When it comes to VR, best practices say that the player’s in-game movement should be static, and if the player needs to move, it should be within their physical space, or through some locomotion method that’s comfortable in VR, like blinking or teleportation. Then along comes Sprint Vector, the latest title from Survios, the developer of Raw Data, which smashes those best practices with surprising success.

While there’s generally recommended rules for how to let players move inside of VR to avoid nausea, every once and awhile someone comes along and changes our expectation of the limitations of VR locomotion with some inventive thinking.

SEE ALSO
7 Ways to Move Users Around in VR Without Making Them Sick

Lucid Trips is one such app. Using a combination of players physically ‘pulling’ themselves through the world with their hands, and then pushing off the ground for short bouts of flight, the game’s locomotion—that by all accounts seems like it should be a recipe for instant nausea in VR—works surprisingly well, and made fluid navigation across large spaces work in VR.

Now comes Sprint Vector which takes this idea and throws it into overdrive with a system the developers are calling the Fluid Locomotion System. Instead of pulling your body through the world, you’re swinging your arms quickly to achieve a fast sprinting motion as you dodge, wall jump, veer, and occasionally fly through the air as you guide your motions with outstretched arms like superman.

View post on imgur.com

The studio calls the game an “adrenaline platformer that merges the physical thrill of high-octane athletic competition with the unhinged energy of zany interactive game shows, all powered by a proprietary motion system that allows for a new level of immersion.”

From what we’ve seen so far, Sprint Vector turns VR locomotion on its head. Moving from the norms of static, cockpit, or blink-based movement systems to a full-speed virtual dash. The game didn’t invent this type of locomotion (and for that matter, neither did Lucid Trips), but it certainly looks to have pushed the approach on locomotion into all new territory, and found a way to build gameplay directly around it.

Now, having built up some skepticism about VR locomotion after watching this space for many years, we wouldn’t trust just anyone to tell us that they’d trashed the generally accepted rules of VR locomotion and gotten away with it. However, Survios, who is behind the popular Raw Data, is one of the most senior and now the top funded VR studios in the industry. That is to say that we have a bit of faith that Sprint Vector is more than a little indie locomotion experiment.

We’ll be trying the game for ourselves soon and are eager to find out how it feels to move this fast through VR. If Survios has really made it work, it could be a watershed moment for locomotion in VR, opening up new fast-paced VR gameplay opportunities and, self-evidently, entirely new games.

The post Survios’ New Title ‘Sprint Vector’ Could be a Watershed Moment for VR Locomotion appeared first on Road to VR.

GDC 2017: Raw Data Studio Announces Sprint Vector – Blazing Fast VR

GDC 2017: Raw Data Studio Announces Sprint Vector – Blazing Fast VR

At GDC 2017, virtual reality gaming studio Survios is announcing Sprint Vector — a brand new experience focusing on one thing above all else: speed.

Survios is one of the very few VR studios that we can say definitively have been successful. Since the launch of the HTC Vive headset last year, the team has announced sales exceeding $1 million and a $50 million round of venture capital funding. At the core of this success is Raw Data — a highly polished VR title that rose to prominence through an emphasis on fun, fast, weapons-based gameplay. In the earliest days of VR people really wanted to shoot things and slice things and Survios was all too happy to feed that hunger.

Earlier this week, Survios announced that Raw Data would be coming to the Oculus Rift and now they’re following that news up with an entirely new experience: Sprint Vector. We had the chance to speak with the studio about this new title and what makes it unique.

“Sprint Vector is completely different from Raw Data,” a Survios representative told us over the phone. “We kept hearing that natural locomotion is impossible in VR. It makes people too nauseous. So instead of giving in to that we decided to prove them wrong. In this game players are not just walking or strolling, they are running jumping flying on the ground through the air using our fluid locomotion.”

This fluid locomotion system is the key mechanic for Sprint Vector. By putting your arms in front of you and pulling the world, you can achieve blazing fast speeds. We’ve seen locomotion methods like this before, but Survios is combining it with a momentum system that really ramps up the speed.

In Sprint Vector you can race your friends or NPCs around other worldy tracks or up the sides of buildings at speeds as high as 300 miles per hour. According to Survios, players are reporting no motion sickness in their tests even at these high speeds.

Details are still sparse concerning a release date, price or final platform for Sprint Vector. As of now the game only exists as an early prototype for the HTC Vive. We’ll bring you more Sprint Vector news as it develops.

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Raw Data Developer Survios Announce New Title At GDC

Los Angeles-based videogame developer Survios unveiled at GDC today that they are working on a new game called Sprint Vector, which will be available for demonstration at their booth at GDC.

Sprint Vector
is essentially an athletics competition, though on an extreme scale. Players can expect to find themselves racing head-to-head across deadly inter-dimensional courses, climbing up sky-scraper-high walls, racing downhill at 300 miles per hour or diving head first off a 1000-foot tower.

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Survios say they have introduced a brand new fluid movement system that allows realistic motion while minimising the illness problems often caused by motion within virtual reality (VR) games.

“Survios is always creating unique solutions to tackle VR’s biggest challenges,” explained James Iliff, Survios’ Chief Creative Officer and co-founder. “With Sprint Vector, we’ve taken one of the biggest challenges in VR right now – realistic motion – and created a smooth, intelligent locomotion system that not only feels comfortable, but can also read the player’s intentions.”

Survios just recently announced they would be expanding Raw Data to the Oculus Rift. They will be demonstrating both Sprint Vector and Raw Data at GDC in the South Hall at Booth No.944

For further information coming out of GDC, VRFocus will be there.