vr-ar

Provide VR/AR design principles and performance requirements for development.

Updated Jun 4, 2026
One-click install
npx skills add https://github.com/achmf/KostaHub --skill vr-ar-achmf
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: vr-ar
Source: https://github.com/achmf/KostaHub/tree/main/.agent/skills/game-development/vr-ar
Command: npx skills add https://github.com/achmf/KostaHub --skill vr-ar-achmf

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

This Skill addresses the technical and physiological challenges of developing immersive VR/AR experiences, specifically focusing on preventing motion sickness and maintaining strict performance budgets.

Core Features & Use Cases

  • Comfort Optimization: Provides guidelines for locomotion, frame rate stability, and camera handling to ensure user comfort.
  • Performance Benchmarking: Offers specific frame budgets and resolution targets for major platforms like Quest, PCVR, and PSVR.
  • Interaction Design: Defines best practices for controller input, hand tracking, and spatial world-scale calibration.

Quick Start

Use the vr-ar skill to analyze my current project settings and suggest optimizations for Quest 3 performance.

Frequently Asked Questions about vr-ar

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I prevent motion sickness in VR development?

To prevent motion sickness in VR development, apply strict comfort guidelines for locomotion, camera handling, and frame rate stability to ensure user comfort.

What are the frame rate budgets for Quest, PCVR, and PSVR?

Frame rate budgets for Quest, PCVR, and PSVR are specific performance benchmarks provided to enforce strict frame times and maintain high-fidelity immersive experiences.

How do I optimize spatial interaction design for AR applications?

To optimize spatial interaction design for AR applications, follow best practices for controller input, hand tracking, and spatial world-scale calibration defined by interaction standards.

Can I use these VR performance metrics for Quest 3 game development?

Yes, you can use these VR performance metrics for Quest 3 game development to analyze project settings and suggest specific frame budget and resolution optimizations.

Why does my VR game cause motion sickness despite maintaining frame rates?

Motion sickness in VR can persist despite frame rates if ergonomic design patterns are ignored, specifically regarding locomotion methods and camera handling.

What is the best way to calibrate world-scale spatial design in XR?

The best way to calibrate world-scale spatial design in XR is to apply defined interaction standards for spatial calibration and hand tracking to ensure accurate immersion.