Wooh, that was a blast. Played through a run with quest, felt like I walked a mile. Never felt so clautrophobic in my life, though! XD
Performace was mostly good apart form a few stutters. Maybe when the game was loading in new assets/areas?
Seems like this could be combined with the tech that shifts the player's rotation during unconcious eye movement (https://www.bbc.com/news/av/technology-45190257/eye-tracking-creates-infinite-space-in-virtual-reality) to create insanely huge spaces.
This game really highlights what I think is wrong with VR playspaces at the moment: They're 2D. In real playspaces there are places where you can step, but shouldn't swing hands overhead (e.g. light fittings) or can put your hands, but shouldn't step (e.g. couch/chair), etc. No vr system today takes this into account and it really annoys me. Not that I would expect such an early build to take that into account anyway, even if it were possible :P
Gonna wait for an overcast day and try this outside. This is probably the first time I've felt like I really needed a bigger playspace. I guess not many games have the confidence to really commit to roomscale. That rik & morty game is the only one that comes to mind.