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vr-arlisted

VR/AR development principles. Comfort, interaction, performance requirements.
aiskillstore/marketplace · ★ 334 · AI & Automation · score 83
Install: claude install-skill aiskillstore/marketplace
# 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 immer