VR Best Practices
summary
Covers concrete constraints and fixes: Unity integration and Gear developer mode for building and profiling, device specs like 2160×1200 (1080×1200 per eye) and controller/trackers (Oculus DK1/DK2, HTC Vive Lighthouse, Gear VR, Leap Motion, reactive grip), performance targets of 90 Hz target / 60 Hz minimum and 20 ms sensor-to-photon latency, common sickness triggers and practical mitigations, and playable examples that validate the advice (Darknet, Keep Talking and Nobody Explodes, Elite Dangerous) plus a note that sustained Gear VR sessions can work fine.
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chapters (32)
- 0:00Intro
- 0:50What is VR
- 2:40Oculus Rift
- 3:27How VR Works
- 5:07Two Eyes
- 7:13Head Tracking
- 7:35External Data
- 9:43Audio
- 10:52Vive
- 13:07Gear VR
- 18:13Sony
- 19:28Oculus
- 20:05AR
- 22:07Controllers
- 23:22Sensors
- 24:20Leap Motion
- 25:08Reactive Grip
- 26:04Razer Hydra
- 26:32Scale
- 29:37Size
- 30:11Sickness
- 31:37Parallax
- 32:39Frame Rate
- 34:42Latency
- 36:21Sudden movements
- 38:05Head bobbing
- 38:54Focus
- 39:52Text
- 40:45Menus
- 42:00Bomb Defusing
- 44:26Elite
- 45:15Cockpit
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46mScience based Design Decision Making for Virtual Reality
34mWhat's the state of VR gaming in 2016 and beyond
