Sprint Vector may have Solved VR’s Motion Problem

Colin McMahon
Mar 9, 2017

Sprint Vector, dubbed an adrenaline platformer, appears to have solved one of the issues that has been plaguing virtual reality (VR) experiences: movement. Until now, running in VR often produced disorientation and nausea. To combat this issue, many current experiences are designed with the user in a constant sitting position, or possessing limited means to “teleport” around an environment. Sprint Vector takes a different approach:

Survios, the developers behind Sprint Vector, are calling this new experience a Fluid Locomotion System. The company believes it has solved the nausea of moving by making movement a natural motion of the body – one that focuses primarily on the arms. In order to move, users must press a trigger button on their controller, then release as they swing their arm back. The controller registers the motion and converts it to momentum. Every propulsion drives the user forward, delivering the feeling of speed and of control. Sprint Vector uses similar controls to cover jumping, flying, and swerving.

InfoTrends’ Opinion

Although Sprint Vector is a game, Survios’ advancement should not be dismissed. The VR industry has been, and will continue to develop, on a path of gamification. This means that many of VR’s technological advancements come from the gaming industry. While Sprint Vector itself will not shape other verticals, the Fluid Location System has potential to open up the VR space to more serious movement. It is unknown currently how walking works in the experience, but InfoTrends will have more in-depth coverage on this and other VR applications next week after we experience it ourselves at the PAX East Convention in Boston.

Survios has not yet announced a release date for Sprint Vector.

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