{"id":841,"date":"2014-05-11T12:04:02","date_gmt":"2014-05-11T12:04:02","guid":{"rendered":"http:\/\/lousodrome.net\/blog\/light\/?p=841"},"modified":"2014-09-01T13:52:48","modified_gmt":"2014-09-01T13:52:48","slug":"developing-for-the-oculus-vr","status":"publish","type":"post","link":"https:\/\/lousodrome.net\/blog\/light\/2014\/05\/11\/developing-for-the-oculus-vr\/","title":{"rendered":"Developing for the Oculus VR"},"content":{"rendered":"<p>In January, <a href=\"http:\/\/www.oculusvr.com\/\">Oculus <\/a>shared a list of recommendations for a good VR experience as a PDF, and kept updating them since then: <a href=\"http:\/\/static.oculusvr.com\/sdk-downloads\/documents\/OculusBestPractices.pdf\">Oculus VR Best Practices Guide<\/a>.<\/p>\n<p>More recently, <a href=\"https:\/\/twitter.com\/tom_forsyth\">Tom Forsyth<\/a> gave a talk at GDC 2014 where he gave some guidelines on what to do, what not to do, and what they haven&#8217;t figured yet about making VR experiences. The talk is available in the GDC Vault: <a href=\"http:\/\/www.gdcvault.com\/play\/1020714\">Developing VR Experiences with the Oculus Rift<\/a>.<\/p>\n<p><strong>Update<\/strong>:<\/p>\n<p>Michael Abrash of Valve gave a talk about the near future of VR: <a href=\"http:\/\/www.youtube.com\/watch?v=G-2dQoeqVVo\">What VR could, should and almost certainly will be within two years<\/a>. Much of it deals with the notion of &#8220;presence&#8221;, the sensation of actually being in the virtual world, and what makes or breaks it.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>In January, Oculus shared a list of recommendations for a good VR experience as a PDF, and kept updating them since then: Oculus VR Best Practices Guide. More recently, Tom Forsyth gave a talk at GDC 2014 where he gave &hellip; <a href=\"https:\/\/lousodrome.net\/blog\/light\/2014\/05\/11\/developing-for-the-oculus-vr\/\">Continue reading <span class=\"meta-nav\">&rarr;<\/span><\/a><\/p>\n","protected":false},"author":1,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":[],"categories":[1],"tags":[529,373,528,526,527,562,525,524],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v20.13 - https:\/\/yoast.com\/wordpress\/plugins\/seo\/ -->\n<title>Developing for the Oculus VR &ndash; Light is beautiful<\/title>\n<meta name=\"robots\" content=\"index, follow, max-snippet:-1, max-image-preview:large, max-video-preview:-1\" \/>\n<link rel=\"canonical\" href=\"https:\/\/lousodrome.net\/blog\/light\/2014\/05\/11\/developing-for-the-oculus-vr\/\" \/>\n<meta property=\"og:locale\" content=\"en_US\" \/>\n<meta property=\"og:type\" content=\"article\" \/>\n<meta property=\"og:title\" content=\"Developing for the Oculus VR &ndash; Light is beautiful\" \/>\n<meta property=\"og:description\" content=\"In January, Oculus shared a list of recommendations for a good VR experience as a PDF, and kept updating them since then: Oculus VR Best Practices Guide. More recently, Tom Forsyth gave a talk at GDC 2014 where he gave &hellip; Continue reading &rarr;\" \/>\n<meta property=\"og:url\" content=\"https:\/\/lousodrome.net\/blog\/light\/2014\/05\/11\/developing-for-the-oculus-vr\/\" \/>\n<meta property=\"og:site_name\" content=\"Light is beautiful\" \/>\n<meta property=\"article:published_time\" content=\"2014-05-11T12:04:02+00:00\" \/>\n<meta property=\"article:modified_time\" content=\"2014-09-01T13:52:48+00:00\" \/>\n<meta name=\"author\" content=\"Julien Guertault\" \/>\n<meta name=\"twitter:card\" content=\"summary_large_image\" \/>\n<meta name=\"twitter:creator\" content=\"@Zavie\" \/>\n<meta name=\"twitter:site\" content=\"@Zavie\" \/>\n<meta name=\"twitter:label1\" content=\"Written by\" \/>\n\t<meta name=\"twitter:data1\" content=\"Julien Guertault\" \/>\n\t<meta name=\"twitter:label2\" content=\"Est. reading time\" \/>\n\t<meta name=\"twitter:data2\" content=\"1 minute\" \/>\n<script type=\"application\/ld+json\" class=\"yoast-schema-graph\">{\"@context\":\"https:\/\/schema.org\",\"@graph\":[{\"@type\":\"Article\",\"@id\":\"https:\/\/lousodrome.net\/blog\/light\/2014\/05\/11\/developing-for-the-oculus-vr\/#article\",\"isPartOf\":{\"@id\":\"https:\/\/lousodrome.net\/blog\/light\/2014\/05\/11\/developing-for-the-oculus-vr\/\"},\"author\":{\"name\":\"Julien Guertault\",\"@id\":\"https:\/\/lousodrome.net\/blog\/light\/#\/schema\/person\/a16a2a69d73eca763ffdf125c49eaa2f\"},\"headline\":\"Developing for the Oculus VR\",\"datePublished\":\"2014-05-11T12:04:02+00:00\",\"dateModified\":\"2014-09-01T13:52:48+00:00\",\"mainEntityOfPage\":{\"@id\":\"https:\/\/lousodrome.net\/blog\/light\/2014\/05\/11\/developing-for-the-oculus-vr\/\"},\"wordCount\":129,\"commentCount\":0,\"publisher\":{\"@id\":\"https:\/\/lousodrome.net\/blog\/light\/#\/schema\/person\/a16a2a69d73eca763ffdf125c49eaa2f\"},\"keywords\":[\"best practices\",\"GDC\",\"guidelines\",\"Oculus\",\"Oculus Rift\",\"presence\",\"virtual reality\",\"VR\"],\"articleSection\":[\"Random\"],\"inLanguage\":\"en-US\",\"potentialAction\":[{\"@type\":\"CommentAction\",\"name\":\"Comment\",\"target\":[\"https:\/\/lousodrome.net\/blog\/light\/2014\/05\/11\/developing-for-the-oculus-vr\/#respond\"]}]},{\"@type\":\"WebPage\",\"@id\":\"https:\/\/lousodrome.net\/blog\/light\/2014\/05\/11\/developing-for-the-oculus-vr\/\",\"url\":\"https:\/\/lousodrome.net\/blog\/light\/2014\/05\/11\/developing-for-the-oculus-vr\/\",\"name\":\"Developing for the Oculus VR &ndash; 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