godot-platform-vr
Platform: VR
90+ FPS, comfort-first design, and motion control accuracy define VR development.
NEVER Do (Expert VR Rules)
Rendering & Comfort
- NEVER drop below 90 FPS — In VR, 72 FPS or less causes instant nausea. You MUST maintain at least 90 FPS (Meta Quest 2/3 typical) and minimize rendering jank.
- NEVER use smooth rotation without a vignette (comfort mask) — Smooth rotation causes motion sickness. Always provide snap turning OR dynamic vignetting.
- NEVER force 3D MSAA if Foveated Rendering is enabled — Foveation can conflict with MSAA natively in the OpenXR pipeline on some hardware.
Locomotion & Interaction
- NEVER skip a teleport locomotion option — Smooth movement is intolerable for many. Always offer teleportation as an accessibility alternative.
- NEVER use billboarding for VR UI —
BILLBOARD_ENABLEDbreaks stereoscopic depth cues. Use staticMeshInstance3Dplanes withSubViewports. - NEVER place UI too close or too far — 0.5m causes eye strain; 10m is unreadable. Optimal distance is 1-3 meters from the player.
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