~/talk

VR Testing - The Testing Trinity

Talkat EclipseCon Europe 2018 · 2018-10-23..10-25· [webxr, testing]
links:none on file
slides:none on file

Explains concrete test failures: prototypes in Unity + Oculus Rift show nausea once frame rate dips below about 46 FPS; recommends automated frame‑rate logs, synthetic motion tests, and a motion sickness rating plus heart‑rate and gaze recording. Lists what to test end‑to‑end: headset tracking jitter, controller latency, strap ergonomics, cloud asset sync, and standalone battery/thermal limits, with examples of tools and a simple survey that found a nontrivial portion of users report symptoms after minutes.

AI-written summary · about

  1. 0:00VR testing challenges
  2. 5:55Hardware and software landscape
  3. 11:43VR prototyping tools
  4. 18:12Real-world VR testing
  5. 25:00Motion sickness and UX
  6. 31:58Performance and usability testing
  7. 38:16Closing remarks and Q&A
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