Motion Profile – WalkOVR Classic

As you may know, WalkOVR uses motion capture techniques by determining your movements. We do it through what we call “motion profiling”. Motion profiling is the way we understand your movement pattern.

Play Mode:

WalkOVR Classic currently has 3 different playing modes. These; are Native Mode, Keyboard Mode, and Gamepad Mode. Native Mode is divided into 2 categories as Locomotion Mode and Mocap Mode.

Locomotion is the feature that can walk and strafe in games. Mocap is the feature that users can move their bodies and be able to view the same movements in VR.

Keyboard Mode is the keyboard emulation mode for those who prefer to play regular 2D games such as Counter-Strike in 3D Stereoscopic VR Mode. Since those games are keyboard-controlled, you convert WalkOVR into a wearable keyboard by enabling this mode. Not selected by default.

Moves:

Through this section, you configure how would you like to move in your VR games. The motion pattern section is configuring how you generally want to walk in place by adjusting:

  • How much do you raise your knees, through “knee level”
  • How quickly you move your legs, through “step quickness”
  • What should your in-game walking speed, through “In-game Walking Speed”
  • How much should you tilt your upper body to strafe, through “Strafing Deadzone”
  • How much should you tilt your upper body to move backward, through “Backward Deadzone”

motionprofile

Here, there is one important remark. Decreasing the knee level and step quickness too much, liken your motion behavior to standing still. This situation makes it difficult for WalkOVR to understand if you are moving or standing still. Eventually, this may result in failure in room-scale usage and your small steps may encounter in-game movements as well.

Controls:

We use the controls menu to define new behavior for the in-game use of WalkOVR.

By default, VR experiences are directed either by headset where you direct your controller. Instead, with the “decoupling” function, you direct your in-game avatar naturally, in the direction of your body through your chest node.

“Analog walking” is the ability to sync your real-life walking / running speed with your in-game/virtual speed. Without analog walking, your in-game movement is at a constant pace that doesn’t change depending on your real-life movements.

“Leg strafing”, as its name suggests, strafing with your legs rather than bending your upper body. You can extend your legs to your right or left to move in those directions.

“Treadmill Walking”, is the way you walk in real life, like on a treadmill.

“Crouching” and “Jumping” are for keyboard emulation for 3D Stereoscopic Simulation of regular games through VorpX like drivers. These features are disabled by default in Native VR and enabled in Keyboard mode.

 

 

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