Oculus' best practices explains how to create a VR experience that doesn't make people sick
J Thoendell stashed this in Oculus
Seemingly simple things, like a player's walking speed or limitations in camera control, can have a major impact on how uncomfortable a player can feel in a virtual space. The user's awareness of their own presence in VR is also pretty important. "Looking down and having no body is disconcerting," the document reads. "A full character avatar can do a lot to ground the user in the virtual environment." The guide has health warnings too, suggesting that users take 10 to 15 minute breaks for every hour spent in the Oculus Rift and declaring its 3D technology potentially unsafe for children.
Stashed in: Virtual Reality!