VR Games

VR games are played inside a headset, which makes frame rate, comfort and the player's own body part of the specification rather than polish.

The rules are stricter than on a screen. A dropped frame is felt physically, so the frame budget is a hard limit and not a target; movement that the inner ear does not expect causes discomfort, so locomotion is designed around teleports, vignettes and snap turns as much as around free walking. Scale, reach and the height of a table all have to be right, because the player will compare them to their own body.

Interaction is the other half. Hands pick things up, so objects need grab points and sensible physics, interfaces live on wrists and panels instead of screen corners, and a player can put their head where no designer expected. Room-scale play adds boundaries and the question of what happens when someone leans through a wall.

Experiences that keep the real room visible are tagged as AR Games; VR replaces it.

Where these positions are: Potsdam (1 position)