Serious question. How are you walking around? Game controllers? Does doing a "made-up" thing with your hands make the visual immersion less impactful?
Hmm, I guess it never occurred to me to explain that!
Most games offer a combination of teleport movement and real physical movement. I'll try to explain it.
This is what the handheld Vive controller looks like. You hold two of these, one in each hand. Each of these controllers has cameras built in which (like the headset) can detect a 3d grid of lasers generated by base stations which reside at two opposite corners of your playspace.
Imagine a cube. The basestations exist at opposite corners of the cube. You stand inside that cube (mine measures 2.5m by 2.5m) and any real world movements you make within that cube are tracked and rendered in real time in the virtual environment. The cube is, essentially, your holodeck.
While standing in that cube and wearing the headset, I see the Vive controllers in the virtual space in exactly the same place they are in the physical world. If I turn the controller sideways, it turns sideways in virtual reality. As I wave it around, move it, set it down or pick it up, those physical movements match precisely with what I see in my headset.
Similarly, all physical movements of my head (looking around, up, down, moving forward and back) are also passed in realtime (there's latency, but it's so small as to be invisible) and update my view of the virtual world. This provides the extremely convincing illusion that I am existing inside a virtual space.
Now, as to movement, I actually move - physically. So long as I remain in my cube, I can actually physically walk around, using my legs, and my movements match precisely in VR. I can turn, crouch, and take a few steps in any direction at any time. That's what you see me doing here.
In cases like Sairento VR
and others, you have a virtual playspace that is much, much larger than your 2.5m x 2.5m cube. A decent example would be a hamster ball, if you've ever seen a hamster roll around in one of those. The ball itself never changes size, and the hamster can move freely inside that ball. They roll the ball around to move around a space much larger than the ball, but never leave it.
That's what movement in VR is like. In order to teleport around as I do in this video, I hit the largest round button on the front of the controller and use it to create the arced move reticle you see me using. I move my hand controller physically to move the arc then, when the arc is placed where I want to "throw" my cube, I release the button.
My cube then warps to that new location, adjusting the position of my hamster ball so I can access a new part of the virtual world. That's the most natural way to move in VR (for me) and pretty much eliminates motion sickness, though they are some people who prefer to slide about using the touchpads (imagine zipping around on a segway you can't see, and you'll have some idea what that's like) but that personally gives me (and many others) motion sickness.
What makes the illusion of roomscale VR (as opposed to sitting VR) so convincing is the fact that the movements you see inside your headset match precisely with your movements in the real world. When someone shoots at me, I can physically step or bend sideways in real space to avoid it. I do the same thing to look around a corner ... I physically lean out to look around the corner.
When I swing my sword at a ninja, I'm actually swinging the remote as it were a sword (which as you can imagine, must look hilarious in the real world). When I aim my gun, I'm aiming my remote, and when I fire, I'm squeezing the trigger on the bottom. The "grip" buttons on the side allow me to pick up or drop weapons, and the weight of the remote and the feedback it provides (primarily vibration) give me the illusion of recoil from my gun, or the impact of my sword against another sword.
When all of these things are firing together, it makes the world feel real. Everything I'm doing in the real world, I'm doing in the virtual world. So sword fighting? It feels like sword fighting.
I think about the blue screen suits (?) they have for motion capture. How much of that is coming to VR?
A company named PrioVR (among others) is actually working on a full motion capture suit with multiple sensors that will be sensitive enough to actually work for professional motion capture. These suits will also be useful for showing your body movements to others in social VR experiences, like Altspace
and High Fidelity
. Right now, I can socialize with other people and see them react (I see their hand controller and head movements as they do them) and there's already sensors (like Leap Motion) which capture the movement of individual fingers, allowing you to play rock paper scissors with other people, or (if you're rude) flip them off. :p
EDIT: Here's a good video showing off PrioVR's suit (in progress) along with what the wearer is doing in the real world.
Basically, there's a slew of tech coming down the pipe for walking (360 treadmills!), grabbing things (gloves with an exoskeleton that locks when you pick up objects, simulating physicality) and tons of other neat stuff. It's a real gold rush right now with tons of people trying tons of different things, but it's not outrageous to say that in 10 years, we will have advanced to the point where the headsets are completely wireless, no heavier than a pair of ski goggles, and we have full immersion suits that simulate touch, heat, cold, and other things. We're not moving toward The Matrix
, necessarily (at least not until we hook up our brains) ... but Lawnmover Man
is already just about here.