I sent a private message to silverlight on Reddit about this 4 months ago but I think it needs some real discussions and feedback.
This is the old message:
The biggest thing for me is that if you mix teleportation and touchpad locomotion in a MMO, then it is important that player’s avatars do not ‘blink’ around as they teleport. I would find that not only annoying but a from of cheating, particularity if PVP is ever adopted.
One solution that comes to mind is to have the player’s avatar and the VR camera rig separate when using teleport. When standing still the camera rig would be parented to the avatar’s head or eyes and inverse kinematics would control the avatars movements. However when the player needs to move, they point their bezier pointer to a place on the ground that is flagged as accessible form their current position and when they release the button their avatar starts pathing to the pointers location.
The camera rig however, which is the HMD and controllers, remain still in their previous location. The player now see their avatar pathing towards the destination point. Other players in the game only every see the avatar, not the camera rig, so from their perspective the teleporting player just starts walking like normal. Others are completely oblivious that the player is even using teleport movement. This is kind of like in spell fighter when using teleportation, except instead of a ghost model pathing to the point it will be your actual avatar. During the pathing process of the avatar the player can press a button at any time to ‘snap’ back into the avatar at its current location an resume control. Also if during the avatar’s pathing process it aggros mobs and triggers combat then the player is automatically snapped back to the avatar and resumes control. The player should also have the option of parenting the camera rig above the avatar, floating like a ghost in 3rd person perspective behind the avatar during pathing.
My original idea probably had some flaws in it for sure, but the basic idea was recently adopted into the game Pavlov VR as OOB locomotion. Here is a description of it from the Steam page:
OOB Locomotion
OOB stands for “out of body”, a teleport variation without actually teleporting, your “avatar” moves into the target location while you snap every half a second to it. This works great for people who are prone to motion sickness without breaking the game for other people, this means you can play with regular players.
I find their solution which snaps you back into the avatar every second is actually better than the way I was planning. If you haven’t got to try it out yet then I highly recommend spending the 6 dollars and doing so.
The reason I keep bringing this back up is because I feel quite strongly that this is a better approach for people that use teleportation locomotion. It solves so many issues with balance that are caused by having blink teleportation and smooth trackpad locomotion present in the same online game.
I would love you to hear the opinion of the OrbusVR devs on this. Thanks!