Working out and playing video games is not something that is often mentioned in the same sentence. However, Sprint Vector from Survios achieves just that.
How does Survios describe Sprint Vector?
Sprint Vector is the ultimate competitive VR game: a multiplayer adrenaline platformer that merges the physical thrill of extreme sports competition with the unhinged energy of a zany game show spectacle. Survios’ innovative Fluid Locomotion System and intuitive intended motion mechanics let you comfortably attain and maintain extreme speeds in VR.
Sprint Vector manages to redefine movement in Virtual Reality altogether. Gone are teleportation locomotion and touchpad-based movement. Instead, Sprint Vector brings movement that is natural to how we move in real life and allows rapid movement in VR. Kiss goodbye to VR nausea.
How do I move in Sprint Vector?
Movement in Sprint Vector is nothing short of revolutionary. It is the first game that I have tried that solves (for me at least) the nausea problem with rapid movement in VR.
To skate, in other words, move forward. You hold your arm up and hold the trigger. Then quickly bring your arm down and release the trigger. Then you repeat and the faster you do this, the quicker you move.
To turn you simply point your body in the new direction.
To jump you use the same down movement but hold the touchpad and release to jump.
Hold down the trigger to auto-snap to grab the wall. Pull down quickly on the controller and release the trigger to climb the wall quickly.
To brake, you hold down both of the grip buttons.
Does Sprint Vector eliminate Nausea?
To give you an idea how movement in VR affects me. If I attempt a first-person style game in VR, meaning a game I control by movement with the controller, I will experience nausea within just 5 minutes, often less. In playing Sprint Vector for about 10 minutes, I experienced not even an inkling of nausea. The movement felt natural and something completely new. It is great to see developers such as Survios experiment with new ways of moving from within VR. The movement that works on keyboard, mouse or controllers does not work well in VR. We need innovative ways to move the VR platform forward.