Sharples, JakeWilliams, BenjaminReeves, ShaunSheng, YunSlingsby, Aidan2025-09-092025-09-092025978-3-03868-293-6https://doi.org/10.2312/cgvc.20251212https://diglib.eg.org/handle/10.2312/cgvc20251212This paper critically examines different methods for traversing virtual reality (VR) environments, providing an analysis of their effectiveness. The primary objective is to outline and assess various locomotion techniques, including, but not limited to, teleportation and joystick-based movement. Each method is evaluated based on key performance indicators: its believability, which measures how well the movement aligns with a user's natural expectations of motion; its smoothness, which speaks to the fluidity and consistency of the movement; and its potential to induce motion sickness, a critical factor for long-term playability and user comfort. Through this detailed comparative analysis, the paper aims to draw a well-supported conclusion regarding the optimal VR locomotion method, identifying which traversal technique offers the most balanced and effective solution for developers and users.Attribution 4.0 International LicenseCCS Concepts: Computing methodologies → Perception; Human-centered computing → Interactive systems and tools; Virtual realityComputing methodologies → PerceptionHuman centered computing → Interactive systems and toolsVirtual realityInvestigation into Virtual Reality Movement Methods10.2312/cgvc.202512125 pages