Oculus Rift Best Practice Guide Teaches Devs How to Avoid Making Stomach-Churning Games

By Gerald Lynch on at

Oculus Rift's virtual reality headset may be the next immersive step in gaming, but it's still got one considerable hurdle to leap -- the fact that, for a not-so-small minority of gamers, using the kit causes motion sickness. With game devs now jumping onboard, the Oculus Rift team is looking to steer them away from sickness-inducing issues.

A 39-page best practise guide is now available  which describes everything from the best approaches to minium frame rates to what methods of graphics aliasing are most appropriate.

It's the small details that prove most interesting however -- developers need to adjust running and camera control speeds in order to create an effect that isn't disorientating (Usain Bolt: The VR Game, were it real, could be cause for concern then), while it can be very difficult for gamers to orientate themselves without a visible body, which may mean that first-person shooter developers may have to start modelling realistic arms and legs as well as finely-detailed AK-47s. [Oculus Rift]