What problem does it solve?
VR/AR development teams often struggle to balance comfort, intuitive interaction, and performance across devices, leading to discomfort and suboptimal experiences.
Core Features & Use Cases
- Comfort principles including motion sickness prevention (teleport, snap turn) and comfort settings like vignette and turning choices.
- Performance guidelines such as target frame rates, frame budgets, and cross-platform efficiency considerations.
- Interaction design covering both controller-based interactions and hand tracking, with platform-specific input recommendations.
- Spatial design guidance on world scale, depth cues, occlusion, and visual grounding.
- Platform-aligned use cases for Quest, PCVR, ARKit/ARCore, WebXR, and HoloLens to guide prototyping and testing.
Quick Start
Apply these principles to a VR/AR prototype early in development to ensure comfort, intuitive interaction, and platform readiness.