Book Image

Mastering Oculus Rift Development

By : Jack Donovan
Book Image

Mastering Oculus Rift Development

By: Jack Donovan

Overview of this book

Virtual reality (VR) is changing the world of gaming and entertainment as we know it. VR headsets such as the Oculus Rift immerse players in a virtual world by tracking their head movements and simulating depth, giving them the feeling that they are actually present in the environment. We will first use the Oculus SDK in the book and will then move on to the widely popular Unity Engine, showing you how you can add that extra edge to your VR games using the power of Unity. In this book, you’ll learn how to take advantage of this new medium by designing around each of its unique features. This book will demonstrate the Unity 5 game engine, one of most widely-used engines for VR development, and will take you through a comprehensive project that covers everything necessary to create and publish a complete VR experience for the Oculus Rift. You will also be able to identify the common perils and pitfalls of VR development to ensure that your audience has the most comfortable experience possible. By the end of the book, you will be able to create an advanced VR game for the Oculus Rift, and you’ll have everything you need to bring your ideas into a new reality.
Table of Contents (17 chapters)
Mastering Oculus Rift Development
Credits
About the Author
About the Reviewer
www.PacktPub.com
Customer Feedback
Preface

The importance of frame rate


Drops in frame rate are much more acceptable outside of VR than in VR; if a computer is good enough to run a game at 30 frames a second but not at 60 frames a second, some players are able to push through it and get accustomed to the lower frame rate. After all, we watch movies at a frame rate, sometimes even lower than 30 frames per second, so it's not unreasonable to think that a game at 30 frames per second would still be enjoyable.

Suboptimal frame rates are much more important when it comes to VR. Since the HMD takes over the entirety of what our eyes see, it needs to update the world virtually as quickly as our eyes could. If the world we're perceiving doesn't update as fast as we look around it, our brain starts to get confused again and cue the nausea. This is sometimes referred to as VR sickness, and not only does it decrease the feeling of immersion the player gets, but it can also leave them feeling ill even after removing the headset.

With the hardware in the Oculus Rift, we can update the display with a new frame up to 90 times in a second. While 120 times a second would be even more ideal, a steady frame rate of 90 will be adequate in mitigating the vast majority of nausea.

Complex, asset-dense games that require a large number of calculations every frame can start to have a monopolistic impact on a computer's hardware, meaning your VR experience may start to drop frames. This should be avoided at all costs, because sporadic frame choppiness, known as judder, is one of the fastest ways to induce VR sickness.