This app was mentioned in 12 comments, with an average of 2.58 upvotes
For the requirements these omni-directional treadmills ask for, like extra space, special shoes needed and the ungodly expensive price tag, there's next to no real native support from existing VR titles.
You're really better off just pretending to walk while you move around with current locomotion options. Well, that or see if PocketStrafe is something you could use.
I'm currently looking into doing something similar to this for my partner, except using a treadmill instead of a bike. In theory it should be easier to implement using an app like PocketStrafe, I just haven't had the time lately to try it out.
I would think it is available in the UK. Try these Google Play
This is a preview of our next update for PocketStrafe, which supports OpenVR input. PocketStrafe is an Android/iPhone app for VR locomotion. The thing that sets it apart is you can use it right now with games you already own. With the next update supporting OpenVR, many more will be supported. We've already confirmed Onward and Arizona Sunshine! This update will be out in about a week.
Huge thanks to /u/Downsider for helping me get the Vive controller input working! This has been requested by many people. I didn't think it was possible but finally got it working with Downsider's help.
More info at our website, pocketstrafe.com.
Major update to PocketStrafe
Now supporting Steam VR input! Run in place in games like Onward, Arizona Sunshine, and many more.
What is PocketStrafe?
PocketStrafe is a mobile app that allows you to run in place for VR locomotion. The difference between PS and other locomotion solutions is that PS already works in most free-movement games. PS sends input to games as keystrokes, virtual Xbox controllers, and now OpenVR (e.g. Vive) controller input! We do this by tracking your leg movement as you run in place with phone in pocket.
What's the update?
Before today, PocketStrafe worked only as W-key and Xbox input, but a lot of VR games don't support those. The update adds Vive controller input through hooking OpenVR. Now you can play games where locomotion is bound to Vive touchpad, grip, or trigger buttons.
Limitations
We're working on supporting games that don't use OpenVR input. Vive hooking is also limited to 64-bit games at this point. On the bright side, most games that don't rely on OpenVR for input DO tend to work with W-key or virtual Xbox controller input (Altspace, The Assembly, Protonwar, etc.). Be careful with games that use VAC or other anti-cheat measures, as hooking OpenVR could be flagged as hax.
How to get started
Download the app on Google Play or the App Store.
Note: The Android app may require a gyroscope on certain devices. There is a known bug with the Nexus 6P.
Check out our quick start guide.
If you have any problems, check out the FAQ, the PocketStrafe subreddit, or contact us directly.
Sup guys,
Just finished an app called <strong>PocketStrafe</strong> that enables VR locomotion via smartphone sensors. Couple videos that show the app and how it works:
Currently it's 1$ on each store.
You can find it on Google Play and iTunes.
I couldn't get it to work either :-(
I think the developer said more work needs to be done.
Fortunatelly, I managed to get the desired walk-in-place locomotion with PocketStrafe. There's a demo of the $3 app that you can use to test it out before you buy it. If you decide to go that route here is a brief tutorial for the app.
Hopefully the OpenVR WIP developer works the kinks out, because I would prefer a walk-in-place option without having to rely on my mobile.
Found the guy who's never tried room-scale.
Remember, the 'R' in 'VR' stands for Reality. Room scale VR experiences offer a sense of immersion that seated or standing ones can never hope to replicate. Being able to actually walk around and explore in a VR space is definitely something you need to try. My Vive controllers have suffered a few drops to the floor because of people trying to put them down on desks that don't actually exist...
Teleporting as a locomotion method exists for a few reasons. It allows developers to create larger areas to explore, and it allows you to explore these larger areas within a smaller playspace. There's also the issue of motion sickness. Having a button to move forward while you're standing still is a huge sickness trigger for some people. Some devs are finding clever locomotion methods that aren't teleport that can help to reduce motion sickness, such as Climbey; you hold the grip buttons on the Vive controllers and swing your arms to move forward. There's also an Android app called PocketStrafe which, once configured, allows you to move around by walking or running in place.
You are very much spot-on with the Vive's tracking being superior. I can cover an area of up to 5m x 5m with two lighthouses, and everything connects to the PC with only one USB port. The Oculus cameras each require a USB port, you need 3 of them, and you get a smaller play area out of the same space. Valve developed the lighthouse tracking technology, and have made the tracking API and the trackers available to developers, so we can expect more devices like HTC's universal tracker in the future.
TL;DR: Room scale is amazing.
i see this little app on the vive subreddit https://play.google.com/store/apps/details?id=co.coolfont.pocketstrafe
what do you think about this?
App now released version 1.0 on iTunes and Google Play
Currently working on getting two phone support finished up and out the door as well.
<strong>Getting started video here</strong>
<strong>Get started page</strong>
----Find it----
Available now on the App Store and Google Play Store. Thanks to everyone that helped us beta test it! We hope you enjoy.
App now released version 1.0 on iTunes and Google Play
Currently working on getting two phone support finished up and out the door as well.
<strong>Getting started video here</strong>
<strong>Get started page</strong>
----Find it----