Search icon CANCEL
Subscription
0
Cart icon
Your Cart (0 item)
Close icon
You have no products in your basket yet
Arrow left icon
Explore Products
Best Sellers
New Releases
Books
Videos
Audiobooks
Learning Hub
Free Learning
Arrow right icon
Arrow up icon
GO TO TOP
Mastering Oculus Rift Development

You're reading from   Mastering Oculus Rift Development The next frontier of gaming and simulation

Arrow left icon
Product type Paperback
Published in Feb 2017
Publisher Packt
ISBN-13 9781786461155
Length 306 pages
Edition 1st Edition
Tools
Arrow right icon
Author (1):
Arrow left icon
Jack Donovan Jack Donovan
Author Profile Icon Jack Donovan
Jack Donovan
Arrow right icon
View More author details
Toc

Table of Contents (11) Chapters Close

Preface 1. Exploring a New Reality with the Oculus Rift 2. Stepping into Virtual Reality FREE CHAPTER 3. Improving Performance and Avoiding Discomfort 4. Interacting with Virtual Worlds 5. Establishing Presence 6. Adding Depth and Intuition to a User Interface 7. Hearing and Believing with 3D Audio 8. Adding Tone and Realism with Graphics 9. Bringing Players Together in VR 10. Publishing on the Oculus Store

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.

lock icon The rest of the chapter is locked
Register for a free Packt account to unlock a world of extra content!
A free Packt account unlocks extra newsletters, articles, discounted offers, and much more. Start advancing your knowledge today.
Unlock this book and the full library FREE for 7 days
Get unlimited access to 7000+ expert-authored eBooks and videos courses covering every tech area you can think of
Renews at $19.99/month. Cancel anytime
Banner background image