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vr.roomscale (off by default, after the PC mod HaloCEVR's) moves the player's collision pill each tick by how far the head walked from where they stand, through collision_move_pill so walls stop or slide it as walking does. The eyes lean from that standing place blended between its last two ticks, as the game's camera is, so walking adds no latency and no judder at the 30 Hz ticks. Vehicles, cutscenes, scripted holds, death and network games pause it; a jump of over 0.5 m in a tick is taken up without moving. vr.diag_walk_speed walks the synthetic head for unattended checks. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>