diff --git a/interface/src/avatar/MyAvatar.cpp b/interface/src/avatar/MyAvatar.cpp
index 58c86e5e8a..827388aa1c 100644
--- a/interface/src/avatar/MyAvatar.cpp
+++ b/interface/src/avatar/MyAvatar.cpp
@@ -2806,8 +2806,8 @@ controller::Pose MyAvatar::getControllerPoseInAvatarFrame(controller::Action act
 void MyAvatar::updateMotors() {
     _characterController.clearMotors();
 
-    const float FLYING_MOTOR_TIMESCALE = 0.0002f; // Originally 0.05f;
-    const float WALKING_MOTOR_TIMESCALE = 0.0002f; // Originally 0.2f;
+    const float FLYING_MOTOR_TIMESCALE = 0.002f; // Originally 0.05f;
+    const float WALKING_MOTOR_TIMESCALE = 0.1f; // Originally 0.2f;
     const float INVALID_MOTOR_TIMESCALE = 1.0e6f;
 
     float horizontalMotorTimescale;
@@ -4091,7 +4091,7 @@ void MyAvatar::updateActionMotor(float deltaTime) {
         float finalMaxMotorSpeed = sensorToWorldScale * DEFAULT_AVATAR_MAX_FLYING_SPEED * _walkSpeedScalar;
         float speedGrowthTimescale  = 2.0f;
         float speedIncreaseFactor = 1.8f * _walkSpeedScalar;
-        motorSpeed *= 1.0f + glm::pow(glm::clamp(deltaTime / speedGrowthTimescale, 0.0f, 1.0f), 0.7f) * speedIncreaseFactor;
+        motorSpeed *= 1.0f + glm::pow(glm::clamp(deltaTime / speedGrowthTimescale, 0.0f, 1.0f), 0.85f) * speedIncreaseFactor;
         // use feedback from CharacterController to prevent tunneling under high motorspeed
         motorSpeed *= _characterController.getCollisionBrakeAttenuationFactor();
         const float maxBoostSpeed = sensorToWorldScale * MAX_BOOST_SPEED;
diff --git a/interface/src/avatar/MyAvatar.h b/interface/src/avatar/MyAvatar.h
index e0653a86ba..5e0627360c 100644
--- a/interface/src/avatar/MyAvatar.h
+++ b/interface/src/avatar/MyAvatar.h
@@ -2849,7 +2849,7 @@ private:
     ThreadSafeValueCache<QUrl> _prefOverrideAnimGraphUrl;
     QUrl _fstAnimGraphOverrideUrl;
     bool _useSnapTurn { true };
-    bool _hoverWhenUnsupported{ true };
+    bool _hoverWhenUnsupported{ false };
     ThreadSafeValueCache<QString> _dominantHand { DOMINANT_RIGHT_HAND };
     ThreadSafeValueCache<QString> _hmdAvatarAlignmentType { DEFAULT_HMD_AVATAR_ALIGNMENT_TYPE };
     ThreadSafeValueCache<bool> _strafeEnabled{ DEFAULT_STRAFE_ENABLED };
diff --git a/libraries/physics/src/CharacterController.cpp b/libraries/physics/src/CharacterController.cpp
index 78a3072023..4beeb5b22f 100644
--- a/libraries/physics/src/CharacterController.cpp
+++ b/libraries/physics/src/CharacterController.cpp
@@ -927,9 +927,10 @@ void CharacterController::updateState() {
 
     const btScalar FLY_TO_GROUND_THRESHOLD = 0.1f * _radius;
     const btScalar GROUND_TO_FLY_THRESHOLD = 0.8f * _radius + _halfHeight;
+    // TODO: This could be a setting. With 5 ms jumping feels very responsive, but with 250 ms animation looks nicer
     const quint64 TAKE_OFF_TO_IN_AIR_PERIOD = 5 * MSECS_PER_SECOND; // Originally 250 ms
     const btScalar MIN_HOVER_HEIGHT = _scaleFactor * DEFAULT_AVATAR_MIN_HOVER_HEIGHT;
-    const quint64 JUMP_TO_HOVER_PERIOD = _scaleFactor < 1.0f ? _scaleFactor * 350 * MSECS_PER_SECOND : 350 * MSECS_PER_SECOND; // Originally 1100 ms
+    const quint64 JUMP_TO_HOVER_PERIOD = _scaleFactor < 1.0f ? _scaleFactor * 500 * MSECS_PER_SECOND : 500 * MSECS_PER_SECOND; // Originally 1100 ms
 
     // scan for distant floor
     // rayStart is at center of bottom sphere
diff --git a/libraries/shared/src/AvatarConstants.h b/libraries/shared/src/AvatarConstants.h
index a25142b2ad..2f30341cc3 100644
--- a/libraries/shared/src/AvatarConstants.h
+++ b/libraries/shared/src/AvatarConstants.h
@@ -89,13 +89,14 @@ const float ANALOG_PLUS_AVATAR_MAX_WALKING_BACKWARD_SPEED = 2.42f; // meters / s
 const float ANALOG_PLUS_AVATAR_MAX_FLYING_SPEED = 30.0f; // meters / second
 const float ANALOG_PLUS_AVATAR_MAX_SPRINT_SPEED = 20.0f; // meters / second
 
-const float DEFAULT_AVATAR_GRAVITY = -5.0f; // meters / second^2 (world)
-const float DEFAULT_AVATAR_JUMP_SPEED = 3.5f; // meters / second (sensor)
+const float DEFAULT_AVATAR_GRAVITY = -9.8f; // meters / second^2 (world) (originally -5.0f)
+const float DEFAULT_AVATAR_JUMP_SPEED = 5.0f; // meters / second (sensor) (originally 3.5f)
 const float DEFAULT_AVATAR_JUMP_HEIGHT = (DEFAULT_AVATAR_JUMP_SPEED * DEFAULT_AVATAR_JUMP_SPEED) / (2.0f * -DEFAULT_AVATAR_GRAVITY); // meters (sensor)
 const float DEFAULT_AVATAR_MIN_JUMP_HEIGHT = 0.25f; // meters (world)  // hack
 
 const float DEFAULT_AVATAR_FALL_HEIGHT = 20.0f; // meters
-const float DEFAULT_AVATAR_MIN_HOVER_HEIGHT = 2.5f; // meters
+const float DEFAULT_AVATAR_MIN_HOVER_HEIGHT = 0.35f; // meters, normally it was 2.5f
+//const float DEFAULT_AVATAR_MIN_HOVER_HEIGHT = 2.5f; // meters, normally it was 2.5f
 
 static const float MAX_AVATAR_SCALE = 1000.0f;
 static const float MIN_AVATAR_SCALE = 0.005f;