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Tea for God does not use redirected walking (it is still awesome though!). Redirected walking is specific term for specific mechanics. It is about using the all
by jmiskovic 5y ago
Tea for God does not use redirected walking (it is still awesome though!). Redirected walking is specific term for specific mechanics. It is about using the allocated playing area in the best way, by distorting the mapping between real world and VR in subtle way, so that player doesn't even notice it. For example, turning your head might result in less rotation in VR if player is near the edge of play area, to encourage player to turn more and face away from edge. Distances can also be distorted so that small step towards edge results in larger VR forward movement. Smaller spaces require more distortion, which results in nausea with some people.
Tea for God takes into account player area and builds whole worlds into that small space, connecting different rooms and corridors using non-euclidian geometry. The critical difference is that 1:1 mapping is still preserved.
As far as I'm aware there is still no redirected walking demo/app/game available for Quest.
- Ajedi32 5y agoI actually did try a redirected walking demo[1] a couple years ago on Quest. The implementation was very basic and the experience felt really disorienting. It didn't make me immediately sick (I'm pretty well adjusted to VR at this point), but it did make me feel like I was losing my balance whenever I started walking in the distorted space; kinda like I was dizzy and about to fall over. This was in a relatively large play space too, in my backyard. On the positive side it did succeed in redirecting my motion, which was pretty cool. And again, the implementation I tried was extremely basic. An application programmed to be a bit more clever with the redirection might have felt more natural. [1]: https://www.reddit.com/r/OculusQuest/comments/bubyr8/redirected_motion_on_the_oculus_quest_try_it_out/ https://www.reddit.com/r/OculusQuest/comments/bubyr8/redirec...