Walking around in VR: Decouple head movement from walking direction?

I’m trying to get into 2024 once again and it’s finally been a lot better than expected!

One thing I’ve noticed: In VR, when walking straight ahead as the pilot avatar, turning my head left or right will make me walk (somewhat) toward the direction I’m looking. This is pretty annoying.

Is it possible to somehow decouple head movement from the walking direction, so it behaves like every single first-person shooter where I can walk into a single direction while moving my head to look wherever?

Thanks!

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Oh man. I guess that at least shows it’s possible! I wonder where the setting for this is… I mean there’s no controls setting for VR head movement, right? Guess I’ll check the VR menu again..

I ask for the same when using (non-VR) head tracking devices. Make this a wish and I’ll vote for it.

I mean according to Propeople it’s already possible…? Wish I knew how though.

Did you ever found a solution for this? I really like to know

Sadly not!

This was changed in an update, reported in the beta, never fixed.

I use xBox controller to control the avatar movement in VR.

So you are saying it didn’t used to be this way? Head movement used to be independent from walking direction?

Yes, I couldn’t agree more. This needs to be fixed — it’s not only unrealistic, but it can also induce nausea in some cases. It’s just another example of how the VR experience in MSFS 2024 hasn’t been thoroughly tested by someone who actually uses VR.

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Correct, it wasn’t like this before and worked much better

https://forums.flightsimulator.com/t/avatar-not-turning-with-camera-in-vr-walk-around-mode-su4b/

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OK cool, but how is that relevant? The issue is that if you turn your head left, the character walks diagonal left. Controller doesn’t help that :grin:

By using analogue sticks on the controller:

  • move forward/backward axis
  • move left/right axis
  • rotate x axis

I can easily counteract the effect of the walking direction change when looking sideways with the headset. For example - when I look left I move the controller stick a bit to the righ and I can keep the avatar walking more or less straight.

I see. Nice that you found a workaround but still doesn’t sound too ideal, needing to constantly compensate =(