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Virtual Reality Blueprints

You're reading from   Virtual Reality Blueprints Create compelling VR experiences for mobile and desktop

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Product type Paperback
Published in Feb 2018
Publisher Packt
ISBN-13 9781786462985
Length 250 pages
Edition 1st Edition
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Authors (2):
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John Williamson John Williamson
Author Profile Icon John Williamson
John Williamson
Charles Palmer Charles Palmer
Author Profile Icon Charles Palmer
Charles Palmer
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Table of Contents (12) Chapters Close

Preface 1. The Past, Present, and Future of VR FREE CHAPTER 2. Building a Solar System for Google Cardboard 3. Building an Image Gallery System for the Gear VR 4. Adding User Interactions to the Virtual Gallery Project 5. Fighting Zombies on the Oculus Rift 6. Scripting Zombies for the Oculus Rift 7. Carnival Midway Games — Part 1 8. Carnival Midway Games — Part 2 9. VR Hardware Roundup 10. VR Terms and Definitions 11. Other Books You May Enjoy

Optimizing the experience for VR

Your VR experience will only be pleasing if it is comfortable for the user. Nausea, dizziness, and malaise point to common reasons for VR discomfort and project failure. These issues result from poor planning and optimization of the experience.

Optimizing your VR project involves preparing your environment, graphics, and processes to run smoothly on the intended device. Unity maintains a list of resources and techniques for getting the most out of the Engine. Visit the link https://unity3d.com/learn/tutorials/topics/virtual-reality/optimisation-vr-unity for an extensive look at the performance attributes to consider during development. For the purpose of this book we would like to discuss three key areas; frame rate, geometry reduction, and lightmapping.

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