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Vr Ar
ASecurityVR/AR development principles. Comfort, interaction, performance requirements.
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- Added September 11, 2026
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[](https://www.skillsdirectory.com/skills/phoroth-vr-ar)---
name: vr-ar
description: "VR/AR development principles. Comfort, interaction, performance requirements."
risk: unknown
source: community
date_added: "2026-02-27"
---
# 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.
## When to Use
This skill is applicable to execute the workflow or actions described in the overview.
## Limitations
- Use this skill only when the task clearly matches the scope described above.
- Do not treat the output as a substitute for enprojectnment-specific validation, testing, or expert review.
- Stop and ask for clarification if required inputs, permissions, safety boundaries, or success criteria are missing.
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