VR/AR Development
Vr ar

VR/AR development principles. Comfort, interaction, performance requirements.
--- name: vr-ar description: VR/AR development principles. Comfort, interaction, performance requirements. allowed-tools: Read, Write, Edit, Glob, Grep --- # VR/AR Development > Immersive experience principles. --- ## 1. Platform Selection ### VR Platforms | Platform | Use Case | |----------|----------|
Overview
VR/AR development principles. Comfort, interaction, performance requirements.
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SKILL.md
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VR/AR Development
Immersive experience principles.
1. Platform Selection
VR Platforms
| Platform | Use Case |
|---|---|
| Quest | Standalone, wireless |
| PCVR | High fidelity |
| PSVR | Console market |
| WebXR | Browser-based |
AR Platforms
| Platform | Use Case |
|---|---|
| ARKit | iOS devices |
| ARCore | Android devices |
| WebXR | Browser AR |
| HoloLens | Enterprise |
2. Comfort Principles
Motion Sickness Prevention
| Cause | Solution |
|---|---|
| Locomotion | Teleport, snap turn |
| Low FPS | Maintain 90 FPS |
| Camera shake | Avoid or minimize |
| Rapid acceleration | Gradual movement |
Comfort Settings
- Vignette during movement
- Snap vs smooth turning
- Seated vs standing modes
- Height calibration
3. Performance Requirements
Target Metrics
| Platform | FPS | Resolution |
|---|---|---|
| Quest 2 | 72-90 | 1832x1920 |
| Quest 3 | 90-120 | 2064x2208 |
| PCVR | 90 | 2160x2160+ |
| PSVR2 | 90-120 | 2000x2040 |
Frame Budget
- VR requires consistent frame times
- Single dropped frame = visible judder
- 90 FPS = 11.11ms budget
4. Interaction Principles
Controller Interaction
| Type | Use |
|---|---|
| Point + click | UI, distant objects |
| Grab | Manipulation |
| Gesture | Magic, special actions |
| Physical | Throwing, swinging |
Hand Tracking
- More immersive but less precise
- Good for: social, casual
- Challenging for: action, precision
5. Spatial Design
World Scale
- 1 unit = 1 meter (critical)
- Objects must feel right size
- Test with real measurements
Depth Cues
| Cue | Importance |
|---|---|
| Stereo | Primary depth |
| Motion parallax | Secondary |
| Shadows | Grounding |
| Occlusion | Layering |
6. Anti-Patterns
| ❌ 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.
| 1 | |
| 2 | name vr-ar |
| 3 | description VR/AR development principles. Comfort, interaction, performance requirements. |
| 4 | allowed-tools Read, Write, Edit, Glob, Grep |
| 5 | |
| 6 | |
| 7 | # VR/AR Development |
| 8 | |
| 9 | > Immersive experience principles. |
| 10 | |
| 11 | |
| 12 | |
| 13 | ## 1. Platform Selection |
| 14 | |
| 15 | ### VR Platforms |
| 16 | |
| 17 | | Platform | Use Case | |
| 18 | |----------|----------| |
| 19 | | **Quest** | Standalone, wireless | |
| 20 | | **PCVR** | High fidelity | |
| 21 | | **PSVR** | Console market | |
| 22 | | **WebXR** | Browser-based | |
| 23 | |
| 24 | ### AR Platforms |
| 25 | |
| 26 | | Platform | Use Case | |
| 27 | |----------|----------| |
| 28 | | **ARKit** | iOS devices | |
| 29 | | **ARCore** | Android devices | |
| 30 | | **WebXR** | Browser AR | |
| 31 | | **HoloLens** | Enterprise | |
| 32 | |
| 33 | |
| 34 | |
| 35 | ## 2. Comfort Principles |
| 36 | |
| 37 | ### Motion Sickness Prevention |
| 38 | |
| 39 | | Cause | Solution | |
| 40 | |-------|----------| |
| 41 | | **Locomotion** | Teleport, snap turn | |
| 42 | | **Low FPS** | Maintain 90 FPS | |
| 43 | | **Camera shake** | Avoid or minimize | |
| 44 | | **Rapid acceleration** | Gradual movement | |
| 45 | |
| 46 | ### Comfort Settings |
| 47 | |
| 48 | Vignette during movement |
| 49 | Snap vs smooth turning |
| 50 | Seated vs standing modes |
| 51 | Height calibration |
| 52 | |
| 53 | |
| 54 | |
| 55 | ## 3. Performance Requirements |
| 56 | |
| 57 | ### Target Metrics |
| 58 | |
| 59 | | Platform | FPS | Resolution | |
| 60 | |----------|-----|------------| |
| 61 | | Quest 2 | 72-90 | 1832x1920 | |
| 62 | | Quest 3 | 90-120 | 2064x2208 | |
| 63 | | PCVR | 90 | 2160x2160+ | |
| 64 | | PSVR2 | 90-120 | 2000x2040 | |
| 65 | |
| 66 | ### Frame Budget |
| 67 | |
| 68 | VR requires consistent frame times |
| 69 | Single dropped frame = visible judder |
| 70 | 90 FPS = 11.11ms budget |
| 71 | |
| 72 | |
| 73 | |
| 74 | ## 4. Interaction Principles |
| 75 | |
| 76 | ### Controller Interaction |
| 77 | |
| 78 | | Type | Use | |
| 79 | |------|-----| |
| 80 | | **Point + click** | UI, distant objects | |
| 81 | | **Grab** | Manipulation | |
| 82 | | **Gesture** | Magic, special actions | |
| 83 | | **Physical** | Throwing, swinging | |
| 84 | |
| 85 | ### Hand Tracking |
| 86 | |
| 87 | More immersive but less precise |
| 88 | Good for: social, casual |
| 89 | Challenging for: action, precision |
| 90 | |
| 91 | |
| 92 | |
| 93 | ## 5. Spatial Design |
| 94 | |
| 95 | ### World Scale |
| 96 | |
| 97 | 1 unit = 1 meter (critical) |
| 98 | Objects must feel right size |
| 99 | Test with real measurements |
| 100 | |
| 101 | ### Depth Cues |
| 102 | |
| 103 | | Cue | Importance | |
| 104 | |-----|------------| |
| 105 | | Stereo | Primary depth | |
| 106 | | Motion parallax | Secondary | |
| 107 | | Shadows | Grounding | |
| 108 | | Occlusion | Layering | |
| 109 | |
| 110 | |
| 111 | |
| 112 | ## 6. Anti-Patterns |
| 113 | |
| 114 | | ❌ Don't | ✅ Do | |
| 115 | |----------|-------| |
| 116 | | Move camera without player | Player controls camera | |
| 117 | | Drop below 90 FPS | Maintain frame rate | |
| 118 | | Use tiny UI text | Large, readable text | |
| 119 | | Ignore arm length | Scale to player reach | |
| 120 | |
| 121 | |
| 122 | |
| 123 | > **Remember:** Comfort is not optional. Sick players don't play. |
| 124 |
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