One doesn't come with the exclusion of the other. The roomscale person can move around freely in as large of a space as they have available. When they run out of room, they use the same mechanism of movement as the standing person. Adding in code to move a virtual avatar in 1:1 scale with the actual movement is trivial. Heck, you're doing it already since you're moving the head and hands in 1:1 to being with. Assuming there's no need to see the body ever, there's really no additional work. If the body can be seen (multiplayer), then it'd be an IK thing.
So in a nutshell, we allow full freedom of movement within the trackable volume whatever that may be and provide ratcheting to meet any movement requirements which take us beyond those bounds? Sure, that sounds perfectly reasonable. It's probably the default behavior, more or less. Then can you talk me through some mixed mode navigation? How does the user pick up the mouse and recenter themselves within the Chaperone Boundaries? The user is meant to be generally unaware of the fact that CB is even a thing, right? Presence is the name of the game, so if everything is going as it should, the user shouldnt have the slightest idea where they are in relation to the physical walls, yes?
So after a heated battle with nary a peep from the chaperone thanks to your lush, four meter square tracking volume, the smoke clears to reveal the great hall is strewn with lootable bodies. The nearest is just a couple of meters away, so you excitedly scurry over to claim your prize. Unbeknownst to you since the tech is working as advertised youre actually headed towards the nearest wall, so you only make it a little over a meter before the chaperone steps in front of you to say, Easy, turbo; this aint real. Well, all tracking has limits and besides, now youre close enough to the body that you can just extend the length of your arm through the chaperone and gra
err, bump your wand against the wall a few centimeters shy of where the corpse becomes clickable. Bugger.
Okay, so weve definitely reached the limits of our trackable volume, verified by not one but two presence breaking events. So now what? How do we get back to the center of the bedroom and reset our freedom of movement? The most obvious answer would be to simply turn your back on the corpse, walk back towards the center of the bedroom, and turn back to face the corpse again. Having done this, you can easily ratchet yourself forward until the corpse sits within the CB, allowing you march right up and loot it. Just like real life.
A more sophisticated solution would be some sort of Ignore Me mode, allowing you to move freely through meatspace without affecting your location in cyberspace. This would allow you to skip ratcheting entirely, since you wouldnt be getting any further from the corpse as you walked away from it. You may actually want to fade the VE out and the CB in during this process, because I imagine that being present in two environments simultaneously yet having your movement only reflected in one of them would be somewhat disorienting.. So in effect, youd be stepping out of one reality in to another to take a few steps backwards, which allows you to then return to the original reality at the precise point from which you left, thereby continuing your stroll completely without interruption.
Call me a hater, but that all sounds kinda tedious and whatever the opposite of immersive is. Seems like it would be far simpler and more intuitive to simply reach out and pull myself a little bit closer, just as I would normally take an additional step towards something I couldnt quite reach. One simple and intuitive action later Ive reached my goal. May as well do the same to reach the guy 2m past this one, and yeah, prolly the one 4m past him too
So now youve reached the end of the hall and collected all of the loot. The 16 square meters youve cleared in your house have allowed you to walk the first 1.5m of the hall, just like a real person would, and ratchet the remaining 28.5m, just like the SRO players would, after having started your journey with another visit from the chaperone. And you still cant step in to the next virtual room, because youre still standing in front of a physical wall. I guess now would be a good time to go ahead and stop to get yourself re-centered again. Maybe youll get lucky and the next room wont be any bigger than your own room. Hmm, but if it
is the same size as your room, then you should probably just go ahead and center yourself with your back to a wall, right? So, should it be the short wall or the long wall? Gotta be the short wall, right? I mean, doors that open into a left-right hallway arent a thing, are they?
And make no mistake, the chaperone
does break presence. Thats actually its job. The only reason it exists is to stop you doing what youre trying to do and say, Yeah, youd think, but not hapnin. So can you explain why were training users to actively move towards the tracking boundaries
knowing full well it will be impossible for us to maintain presence when they arrive at said boundary a half-second later? Wouldnt it be better for them and for us if we trained them to just stay put and stop messing with variables they cant even observe? Sorry, Chaperone, my bad. I didnt know. Yes, we knew you didnt know, and decided to encourage you wander off the edge anyway. Ergo, the chaperone, here to pull you back to reality. Seems to me this all runs counter to the entire goal of establishing and maintaining presence. Just establish some consistent, predictable rules, and thats all people really need, even if it means altering or even restricting their behavior. Its things you
cant predict like dropped frames and stumbling blindly off the edge which break presence.
A lot of people seem to think that ratcheting breaks presence with every step you take, but it really doesnt work like that, because its predictable. Our brains are actually quite adaptable, and it doesnt take long before it feels completely normal to you. I compared ratcheting to brachiating your way around the space station. Scott Kelly didnt spend the entire year thinking, pfft This is so fake. He also didnt spend the entire year thinking, This is so amazing/unbelievable/convenient. Those thoughts lasted about a week, and after that his thoughts about locomotion were
precisely the same as ours down here on Earth; I need that pen. After you get out of an extended VR session, your thoughts will mirror his own after returning to Earth; I cant believe I gotta use my stupid legs for this.
But it would be an inarguably better dose of presence (which is what VR is all about) to have the option to periodically cease artificial locomotion in favor of utilizing a 2-5 meter tracking volume with which to move naturally, than to always sit in a chair "ratcheting" around with hand gestures or pushing a stick to move, and in time developers and gamers will discover a multitude of formulas that mix artificial and natural locomotion together in increasingly intuitive, practical and immersive ways.
See above?