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VR/AR development principles. Comfort, interaction, performance requirements.
Passed 18 of 22 test cases with the skill, and 18 of 22 without it.
2 fixed16 passed either way2 still failing2 broke
Tokens, turns and time describe resource use, not a dollar price.
One of 2 test cases the skill fixed. Same model, same prompt, with and without the skill.
When placing interactive physical objects on virtual desks, what ergonomic spatial constraint must designers account for relative to the user?
| Checked | Without skill | With skill |
|---|---|---|
| Requires scaling object distance to the player's arm reach | Missed | Passed |
The instructions your model reads when the skill loads.
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 |
test cases passed, vs 18 / 22 without
Published skills whose descriptions closely match this one, with their headline benchmark lift.
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