Oculus Best Practices

The Oculus best practices are designed to help you create great VR content.

When creating VR content, it is important to focus on creating fun, immersive, and engaging interactions. To be successful, you must follow practices to avoid eye strain, prevent feelings of disorientation and nausea, and to protect people from motor-visual functioning issues after use.

Best practices are methods that help provide high quality results, and are especially important when working with an emerging medium like VR. Overviews and documentation for the Oculus SDK and integrated game engine libraries (such as Unity, Unreal Engine, andUDK) can be found at http://developer.oculus.com.

  • Introduction to Best Practices
    VR is an immersive medium. It creates the sensation of being entirely transported into a virtual (or real, but digitally reproduced) three-dimensional world, and it can provide a far more visceral experience than screen-based media. These best practices are intended to help developers produce content that provides a safe and enjoyable consumer experience on Oculus hardware. Developers are responsible for ensuring their content conforms to all standards and industry best practices on safety and comfort, and for keeping abreast of all relevant scientific literature on these topics.
  • Binocular Vision, Stereoscopic Imaging and Depth Cues
  • Field of View and Scale
    The FOV of the virtual cameras must match the visible display area. In general, Oculus recommends not changing the default FOV.
  • Rendering Techniques
    Be mindful of the Rift screen’s resolution, particularly with fine detail. Make sure text is large and clear enough to read and avoid thin objects and ornate textures in places where users will focus their attention.
  • Motion
  • Tracking
    The FOV of the virtual cameras must match the visible display area. In general, Oculus recommends not changing the default FOV.
  • Simulator Sickness
  • User Interface
  • User Input and Navigation
  • Gear VR Controller
    This guide describes best practices for the Gear VR Controller, an orientation-tracked controller for use with Gear VR.
  • Closing Thoughts
    With the Rift, you are taking unprecedented control over the user’s visual reality; this presents an unprecedented challenge to developers.