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Get Started Free →VR/AR development principles. Comfort, interaction, performance requirements.
| Test case | Without → With | Effect | Δ tokens | Δ turns |
|---|---|---|---|---|
| case-03 | ✓→✓ | = Same ✓ | 25% | 0% |
| case-05 | ✓→✓ | = Same ✓ | 29% | 0% |
| case-06 | ✓→✓ | = Same ✓ | -44% | 0% |
| case-07 | ✓→✓ | = Same ✓ | -56% | 0% |
| case-08 | ✓→✓ | = Same ✓ | 62% | 0% |
> Immersive experience principles.
| Platform | Use Case | |----------|----------| | Quest | Standalone, wireless | | PCVR | High fidelity | | PSVR | Console market | | WebXR | Browser-based |
| Platform | Use Case | |----------|----------| | ARKit | iOS devices | | ARCore | Android devices | | WebXR | Browser AR | | HoloLens | Enterprise |
| Cause | Solution | |-------|----------| | Locomotion | Teleport, snap turn | | Low FPS | Maintain 90 FPS | | Camera shake | Avoid or minimize | | Rapid acceleration | Gradual movement |
| Platform | FPS | Resolution | |----------|-----|------------| | Quest 2 | 72-90 | 1832x1920 | | Quest 3 | 90-120 | 2064x2208 | | PCVR | 90 | 2160x2160+ | | PSVR2 | 90-120 | 2000x2040 |
| Type | Use | |------|-----| | Point + click | UI, distant objects | | Grab | Manipulation | | Gesture | Magic, special actions | | Physical | Throwing, swinging |
| Cue | Importance | |-----|------------| | Stereo | Primary depth | | Motion parallax | Secondary | | Shadows | Grounding | | Occlusion | Layering |
| ❌ Don't | ✅ Do | |----------|-------| | Move camera without player | Player controls camera | | Drop below 90 FPS | Maintain frame rate | | Use tiny UI text | Large, readable text | | Ignore arm length | Scale to player reach |
> Remember: Comfort is not optional. Sick players don't play.
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