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vr-ar

VR/AR development principles. Comfort, interaction, performance requirements.

whodaniel☆ 2 仓库 Stars0 仓库 Forks

安装与使用

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技能说明

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.

使用示例

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来源历史

收录时间
2026-01-20
索引更新时间
2026-01-26
Branch
main

收录与同步日期属于本站记录。源码修改历史请查看来源仓库。

GitHub ↗

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