steamvr和openvr api.dll什么关系

Valve公司开发了OpenVR SDK-国际动态-中国材料网
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Valve公司开发了OpenVR SDK
来源:中国材料网
开发人员感兴趣在创建虚拟现实应用程序为新的Valve虚拟现实硬件,已经与HTC公司建立合作关系,现在可以得到Valve OpenVR SDK。Valve OpenVR SDK是一个新的开发工具包,已经由Valve公司开发,专门用于创建虚拟现实应用程序,使他们能够与SteamVR硬件交互,使用新的OpenVR SDK。  SteamVR OpenVR SDK现在提供下载通过github,提供支持为HTC Vive开发者版,以及SteamVR控制器和Lighthouse,以及含有大量的文档和示例来帮助你入门。
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浙ICP备号 Copyright
All Rights Reserved&&&&&&>> openvr_api.cs
openvr_api.cs ( 文件浏览 )
//======= Copyright , Valve Corporation, All rights reserved. ========
// Purpose: This file contains C#/managed code bindings for the OpenVR interfaces
// This file is auto-generated, do not edit it.
//=============================================================================
using System.Runtime.InteropS
using Valve.VR;
namespace Valve.VR
[StructLayout(LayoutKind.Sequential)]
public struct IVRSystem
[UnmanagedFunctionPointer(CallingConvention.StdCall)]
internal delegate void _GetRecommendedRenderTargetSize(ref uint pnWidth, ref uint pnHeight);
[MarshalAs(UnmanagedType.FunctionPtr)]
internal _GetRecommendedRenderTargetSize GetRecommendedRenderTargetS
[UnmanagedFunctionPointer(CallingConvention.StdCall)]
internal delegate HmdMatrix44_t _GetProjectionMatrix(EVREye eEye, float fNearZ, float fFarZ, EGraphicsAPIConvention eProjType);
[MarshalAs(UnmanagedType.FunctionPtr)]
internal _GetProjectionMatrix GetProjectionM
[UnmanagedFunctionPointer(CallingConvention.StdCall)]
internal delegate void _GetProjectionRaw(EVREye eEye, ref float pfLeft, ref float pfRight, ref float pfTop, ref float pfBottom);
[MarshalAs(UnmanagedType.FunctionPtr)]
internal _GetProjectionRaw GetProjectionR
[UnmanagedFunctionPointer(CallingConvention.StdCall)]
internal delegate DistortionCoordinates_t _ComputeDistortion(EVREye eEye, float fU, float fV);
[MarshalAs(UnmanagedType.FunctionPtr)]
internal _ComputeDistortion ComputeD
[UnmanagedFunctionPointer(CallingConvention.StdCall)]
internal delegate HmdMatrix34_t _GetEyeToHeadTransform(EVREye eEye);
[MarshalAs(UnmanagedType.FunctionPtr)]
internal _GetEyeToHeadTransform GetEyeToHeadT
[UnmanagedFunctionPointer(CallingConvention.StdCall)]
internal delegate bool _GetTimeSinceLastVsync(ref float pfSecondsSinceLastVsync, ref ulong pulFrameCounter);
[MarshalAs(UnmanagedType.FunctionPtr)]
internal _GetTimeSinceLastVsync GetTimeSinceLastV
[UnmanagedFunctionPointer(CallingConvention.StdCall)]
internal delegate int _GetD3D9AdapterIndex();
[MarshalAs(UnmanagedType.FunctionPtr)]
internal _GetD3D9AdapterIndex GetD3D9AdapterI
[UnmanagedFunctionPointer(CallingConvention.StdCall)]
internal delegate void _GetDXGIOutputInfo(ref int pnAdapterIndex);
[MarshalAs(UnmanagedType.FunctionPtr)]
internal _GetDXGIOutputInfo GetDXGIOutputI
[UnmanagedFunctionPointer(CallingConvention.StdCall)]
internal delegate bool _IsDisplayOnDesktop();
[MarshalAs(UnmanagedType.FunctionPtr)]
internal _IsDisplayOnDesktop IsDisplayOnD
[UnmanagedFunctionPointer(CallingConvention.StdCall)]
internal delegate bool _SetDisplayVisibility(bool bIsVisibleOnDesktop);
[MarshalAs(UnmanagedType.FunctionPtr)]
internal _SetDisplayVisibility SetDisplayV
[UnmanagedFunctionPointer(CallingConvention.StdCall)]
internal delegate void _GetDeviceToAbsoluteTrackingPose(ETrackingUniverseOrigin eOrigin, float fPredictedSecondsToPhotonsFromNow, [In, Out] TrackedDevicePose_t[] pTrackedDevicePoseArray, uint unTrackedDevicePoseArrayCount);
[MarshalAs(UnmanagedType.FunctionPtr)]
internal _GetDeviceToAbsoluteTrackingPose GetDeviceToAbsoluteTrackingP
[UnmanagedFunctionPointer(CallingConvention.StdCall)]
internal delegate void _ResetSeatedZeroPose();
[MarshalAs(UnmanagedType.FunctionPtr)]
internal _ResetSeatedZeroPose ResetSeatedZeroP
[UnmanagedFunctionPointer(CallingConvention.StdCall)]
internal delegate HmdMatrix34_t _GetSeatedZeroPoseToStandingAbsoluteTrackingPose();
[MarshalAs(UnmanagedType.FunctionPtr)]
internal _GetSeatedZeroPoseToStandingAbsoluteTrackingPose GetSeatedZeroPoseToStandingAbsoluteTrackingP
[UnmanagedFunctionPointer(CallingConvention.StdCall)]
internal delegate HmdMatrix34_t _GetRawZeroPoseToStandingAbsoluteTrackingPose();
[MarshalAs(UnmanagedType.FunctionPtr)]
internal _GetRawZeroPoseToStandingAbsoluteTrackingPose GetRawZeroPoseToStandingAbsoluteTrackingP
[UnmanagedFunctionPointer(CallingConvention.StdCall)]
internal delegate uint _GetSortedTrackedDeviceIndicesOfClass(ETrackedDeviceClass eTrackedDeviceClass, [In, Out] uint[] punTrackedDeviceIndexArray, uint unTrackedDeviceIndexArrayCount, uint unRelativeToTrackedDeviceIndex);
[MarshalAs(UnmanagedType.FunctionPtr)]
internal _GetSortedTrackedDeviceIndicesOfClass GetSortedTrackedDeviceIndicesOfC
[UnmanagedFunctionPointer(CallingConvention.StdCall)]
internal delegate EDeviceActivityLevel _GetTrackedDeviceActivityLevel(uint unDeviceId);
[MarshalAs(UnmanagedType.FunctionPtr)]
internal _GetTrackedDeviceActivityLevel GetTrackedDeviceActivityL
[UnmanagedFunctionPointer(CallingConvention.StdCall)]
internal delegate void _ApplyTransform(ref TrackedDevicePose_t pOutputPose, ref TrackedDevicePose_t pTrackedDevicePose, ref HmdMatrix34_t pTransform);
[MarshalAs(UnmanagedType.FunctionPtr)]
internal _ApplyTransform ApplyT
[UnmanagedFunctionPointer(CallingConvention.StdCall)]
internal delegate uint _GetTrackedDeviceIndexForControllerRole(ETrackedControllerRole unDeviceType);
[MarshalAs(UnmanagedType.FunctionPtr)]
internal _GetTrackedDeviceIndexForControllerRole GetTrackedDeviceIndexForControllerR
[UnmanagedFunctionPointer(CallingConvention.StdCall)]
internal delegate ETrackedControllerRole _GetControllerRoleForTrackedDeviceIndex(uint unDeviceIndex);
[MarshalAs(UnmanagedType.FunctionPtr)]
internal _GetControllerRoleForTrackedDeviceIndex GetControllerRoleForTrackedDeviceI
[UnmanagedFunctionPointer(CallingConvention.StdCall)]
internal delegate ETrackedDeviceClass _GetTrackedDeviceClass(uint unDeviceIndex);
[MarshalAs(UnmanagedType.FunctionPtr)]
internal _GetTrackedDeviceClass GetTrackedDeviceC
[UnmanagedFunctionPointer(CallingConvention.StdCall)]
internal delegate bool _IsTrackedDeviceConnected(uint unDeviceIndex);
[MarshalAs(UnmanagedType.FunctionPtr)]
internal _IsTrackedDeviceConnected IsTrackedDeviceC
[UnmanagedFunctionPointer(CallingConvention.StdCall)]
internal delegate bool _GetBoolTrackedDeviceProperty(uint unDeviceIndex, ETrackedDeviceProperty prop, ref ETrackedPropertyError pError);
[MarshalAs(UnmanagedType.FunctionPtr)]
internal _GetBoolTrackedDeviceProperty GetBoolTrackedDeviceP
[UnmanagedFunctionPointer(CallingConvention.StdCall)]
internal delegate float _GetFloatTrackedDeviceProperty(uint unDeviceIndex, ETrackedDeviceProperty prop, ref ETrackedPropertyError pError);
[MarshalAs(UnmanagedType.FunctionPtr)]
internal _GetFloatTrackedDeviceProperty GetFloatTrackedDeviceP
[UnmanagedFunctionPointer(CallingConvention.StdCall)]
internal delegate int _GetInt32TrackedDeviceProperty(uint unDeviceIndex, ETrackedDeviceProperty prop, ref ETrackedPropertyError pError);
[MarshalAs(UnmanagedType.FunctionPtr)]
internal _GetInt32TrackedDeviceProperty GetInt32TrackedDeviceP
[UnmanagedFunctionPointer(CallingConvention.StdCall)]
internal delegate ulong _GetUint64TrackedDeviceProperty(uint unDeviceIndex, ETrackedDeviceProperty prop, ref ETrackedPropertyError pError);
[MarshalAs(UnmanagedType.FunctionPtr)]
internal _GetUint64TrackedDeviceProperty GetUint64TrackedDeviceP
[UnmanagedFunctionPointer(CallingConvention.StdCall)]
internal delegate HmdMatrix34_t _GetMatrix34TrackedDeviceProperty(uint unDeviceIndex, ETrackedDeviceProperty prop, ref ETrackedPropertyError pError);
[MarshalAs(UnmanagedType.FunctionPtr)]
internal _GetMatrix34TrackedDeviceProperty GetMatrix34TrackedDeviceP
[UnmanagedFunctionPointer(CallingConvention.StdCall)]
internal delegate uint _GetStringTrackedDeviceProperty(uint unDeviceIndex, ETrackedDeviceProperty prop, System.Text.StringBuilder pchValue, uint unBufferSize, ref ETrackedPropertyError pError);
[MarshalAs(UnmanagedType.FunctionPtr)]
internal _GetStringTrackedDeviceProperty GetStringTrackedDeviceP
[UnmanagedFunctionPointer(CallingConvention.StdCall)]
internal delegate IntPtr _GetPropErrorNameFromEnum(ETrackedPropertyError error);
[MarshalAs(UnmanagedType.FunctionPtr)]
internal _GetPropErrorNameFromEnum GetPropErrorNameFromE
[UnmanagedFunctionPointer(CallingConvention.StdCall)]
internal delegate bool _PollNextEvent(ref VREvent_t pEvent, uint uncbVREvent);
[MarshalAs(UnmanagedType.FunctionPtr)]
internal _PollNextEvent PollNextE
[UnmanagedFunctionPointer(CallingConvention.StdCall)]
internal delegate bool _PollNextEventWithPose(ETrackingUniverseOrigin eOrigin, ref VREvent_t pEvent, uint uncbVREvent, ref TrackedDevicePose_t pTrackedDevicePose);
[MarshalAs(UnmanagedType.FunctionPtr)]
internal _PollNextEventWithPose PollNextEventWithP
[UnmanagedFunctionPointer(CallingConvention.StdCall)]
internal delegate IntPtr _GetEventTypeNameFromEnum(EVREventType eType);
[MarshalAs(UnmanagedType.FunctionPtr)]
internal _GetEventTypeNameFromEnum GetEventTypeNameFromE
[UnmanagedFunctionPointer(CallingConvention.StdCall)]
internal delegate HiddenAreaMesh_t _GetHiddenAreaMesh(EVREye eEye);
[MarshalAs(UnmanagedType.FunctionPtr)]
internal _GetHiddenAreaMesh GetHiddenAreaM
[UnmanagedFunctionPointer(CallingConvention.StdCall)]
internal delegate bool _GetControllerState(uint unControllerDeviceIndex, ref VRControllerState_t pControllerState);
[MarshalAs(UnmanagedType.FunctionPtr)]
internal _GetControllerState GetControllerS
[UnmanagedFunctionPointer(CallingConvention.StdCall)]
internal delegate bool _GetControllerStateWithPose(ETrackingUniverseOrigin eOrigin, uint unControllerDeviceIndex, ref VRControllerState_t pControllerState, ref TrackedDevicePose_t pTrackedDevicePose);
[MarshalAs(UnmanagedType.FunctionPtr)]
internal _GetControllerStateWithPose GetControllerStateWithP
[UnmanagedFunctionPointer(CallingConvention.StdCall)]
internal delegate void _TriggerHapticPulse(uint unControllerDeviceIndex, uint unAxisId, char usDurationMicroSec);
[MarshalAs(UnmanagedType.FunctionPtr)]
internal _TriggerHapticPulse TriggerHapticP
[UnmanagedFunctionPointer(CallingConvention.StdCall)]
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Info.plist1.28 kB06-05-16 07:30
Info.plist.meta184.00 B06-05-16 07:30
openvr_api299.21 kB06-05-16 07:30
openvr_api.meta184.00 B06-05-16 07:30
MacOS.meta191.00 B06-05-16 12:21
Contents.meta191.00 B06-05-16 12:21
openvr_api.bundle.meta326.00 B06-05-16 12:21
149.04 kB06-05-16 07:30
openvr_api.cs.meta276.00 B06-05-16 07:30
openvr_api.dll264.81 kB06-05-16 07:30
openvr_api.dll.meta585.00 B06-05-16 07:30
x86.meta191.00 B06-05-16 12:21
libopenvr_api.so375.26 kB06-05-16 07:30
libopenvr_api.so.meta311.00 B06-05-16 07:30
openvr_api.dll310.81 kB06-05-16 07:30
openvr_api.dll.meta588.00 B06-05-16 07:30
x86_64.meta191.00 B06-05-16 12:21
3.18 kB06-05-16 07:30
SteamVR_Editor.cs.meta207.00 B06-05-16 07:30
2.99 kB06-05-16 07:30
SteamVR_RenderModelEditor.cs.meta276.00 B06-05-16 07:30
24.46 kB06-05-16 07:30
SteamVR_Settings.cs.meta276.00 B06-05-16 07:30
12.97 kB06-05-16 07:30
SteamVR_SkyboxEditor.cs.meta276.00 B06-05-16 07:30
4.40 kB06-05-16 07:30
SteamVR_Update.cs.meta276.00 B06-05-16 07:30
Editor.meta191.00 B06-05-16 12:21
2.50 kB06-05-16 07:30
SteamVR_GazeTracker.cs.meta276.00 B06-05-16 07:30
4.05 kB06-05-16 07:31
SteamVR_LaserPointer.cs.meta276.00 B06-05-16 07:31
2.53 kB06-05-16 07:30
SteamVR_Teleporter.cs.meta276.00 B06-05-16 07:30
SteamVR_TestIK.unity51.32 kB06-05-16 07:30
SteamVR_TestIK.unity.meta184.00 B06-05-16 07:30
1.73 kB06-05-16 07:31
SteamVR_TestThrow.cs.meta276.00 B06-05-16 07:31
SteamVR_TestThrow.unity47.14 kB06-05-16 17:52
SteamVR_TestThrow.unity.meta184.00 B06-05-16 07:30
8.22 kB06-05-16 07:30
SteamVR_TrackedController.cs.meta276.00 B06-05-16 07:30
Extras.meta191.00 B06-05-16 12:21
workshop.mat689.00 B06-05-16 07:30
workshop.mat.meta120.00 B06-05-16 07:30
Materials.meta191.00 B06-05-16 12:21
[CameraRig].prefab13.77 kB06-05-16 07:30
[CameraRig].prefab.meta120.00 B06-05-16 07:30
[Status].prefab12.70 kB06-05-16 07:30
[Status].prefab.meta120.00 B06-05-16 07:30
[SteamVR].prefab2.92 kB06-05-16 07:30
[SteamVR].prefab.meta189.00 B06-05-16 07:30
Prefabs.meta191.00 B06-05-16 12:21
quickstart.pdf945.34 kB06-05-16 07:31
quickstart.pdf.meta115.00 B06-05-16 07:31
24.44 kB06-05-16 07:30
118.00 B06-05-16 07:30
SteamVR_AlphaOut.shader821.00 B06-05-16 07:31
SteamVR_AlphaOut.shader.meta206.00 B06-05-16 07:31
SteamVR_Blit.shader843.00 B06-05-16 07:30
SteamVR_Blit.shader.meta137.00 B06-05-16 07:30
SteamVR_BlitFlip.shader655.00 B06-05-16 07:30
SteamVR_BlitFlip.shader.meta206.00 B06-05-16 07:30
SteamVR_ClearAll.shader651.00 B06-05-16 07:30
SteamVR_ClearAll.shader.meta206.00 B06-05-16 07:30
SteamVR_ColorOut.shader770.00 B06-05-16 07:30
SteamVR_ColorOut.shader.meta206.00 B06-05-16 07:30
SteamVR_ExternalCamera.prefab2.98 kB06-05-16 07:30
SteamVR_ExternalCamera.prefab.meta189.00 B06-05-16 07:30
SteamVR_Fade.shader207.00 B06-05-16 07:30
SteamVR_Fade.shader.meta206.00 B06-05-16 07:30
SteamVR_HiddenArea.shader441.00 B06-05-16 07:30
SteamVR_HiddenArea.shader.meta206.00 B06-05-16 07:30
SteamVR_Overlay.shader912.00 B06-05-16 07:30
SteamVR_Overlay.shader.meta206.00 B06-05-16 07:30
SteamVR_SphericalProjection.shader1.61 kB06-05-16 07:30
SteamVR_SphericalProjection.shader.meta206.00 B06-05-16 07:30
Resources.meta191.00 B06-05-16 12:21
example.unity25.09 MB06-05-16 07:30
example.unity.meta115.00 B06-05-16 07:30
Scenes.meta191.00 B06-05-16 12:21
12.47 kB06-05-16 07:30
SteamVR.cs.meta207.00 B06-05-16 07:30
12.01 kB06-05-16 07:30
SteamVR_Camera.cs.meta207.00 B06-05-16 07:30
617.00 B06-05-16 07:31
SteamVR_CameraFlip.cs.meta276.00 B06-05-16 07:31
1.39 kB06-05-16 07:30
SteamVR_CameraMask.cs.meta207.00 B06-05-16 07:30
9.08 kB06-05-16 07:31
SteamVR_Controller.cs.meta276.00 B06-05-16 07:31
6.74 kB06-05-16 07:31
SteamVR_ControllerManager.cs.meta276.00 B06-05-16 07:31
1.38 kB06-05-16 07:30
SteamVR_Ears.cs.meta276.00 B06-05-16 07:30
8.67 kB06-05-16 07:30
SteamVR_ExternalCamera.cs.meta276.00 B06-05-16 07:30
3.61 kB06-05-16 07:30
SteamVR_Fade.cs.meta207.00 B06-05-16 07:30
5.11 kB06-05-16 07:30
SteamVR_Frustum.cs.meta276.00 B06-05-16 07:30
2.25 kB06-05-16 07:30
SteamVR_GameView.cs.meta207.00 B06-05-16 07:30
4.84 kB06-05-16 07:31
SteamVR_IK.cs.meta276.00 B06-05-16 07:31
16.46 kB12-05-16 10:58
SteamVR_LoadLevel.cs.meta276.00 B06-05-16 07:30
8.01 kB06-05-16 07:31
SteamVR_Menu.cs.meta207.00 B06-05-16 07:31
5.34 kB06-05-16 07:30
SteamVR_Overlay.cs.meta207.00 B06-05-16 07:30
6.76 kB06-05-16 07:30
SteamVR_PlayArea.cs.meta276.00 B06-05-16 07:30
11.25 kB06-05-16 07:31
SteamVR_Render.cs.meta212.00 B06-05-16 07:31
21.11 kB06-05-16 07:30
SteamVR_RenderModel.cs.meta207.00 B06-05-16 07:30
2.56 kB06-05-16 07:30
SteamVR_Skybox.cs.meta276.00 B06-05-16 07:30
1.31 kB06-05-16 07:30
SteamVR_SphericalProjection.cs.meta276.00 B06-05-16 07:30
1.52 kB06-05-16 07:30
SteamVR_Stats.cs.meta207.00 B06-05-16 07:30
1.58 kB06-05-16 07:30
SteamVR_Status.cs.meta207.00 B06-05-16 07:30
737.00 B06-05-16 07:30
SteamVR_StatusText.cs.meta207.00 B06-05-16 07:30
3.98 kB06-05-16 07:30
SteamVR_TestController.cs.meta276.00 B06-05-16 07:30
1.94 kB06-05-16 07:30
SteamVR_TrackedObject.cs.meta207.00 B06-05-16 07:30
1,020.00 B06-05-16 07:30
SteamVR_UpdatePoses.cs.meta276.00 B06-05-16 07:30
11.80 kB06-05-16 07:30
SteamVR_Utils.cs.meta207.00 B06-05-16 07:30
Scripts.meta191.00 B06-05-16 12:21
arrow.png5.17 kB06-05-16 07:30
arrow.png.meta1.12 kB06-05-16 07:30
background.png11.21 kB06-05-16 07:30
background.png.meta1.12 kB06-05-16 07:30
logo.png420.15 kB06-05-16 07:30
logo.png.meta1.14 kB06-05-16 07:30
overlay.renderTexture527.00 B06-05-16 07:30
overlay.renderTexture.meta120.00 B06-05-16 07:30
workshop.png316.85 kB06-05-16 07:30
workshop.png.meta1.12 kB06-05-16 07:30
Textures.meta191.00 B06-05-16 12:21
&MacOS&0.00 B07-05-16 10:59
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&Materials&0.00 B07-05-16 10:59
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&SteamVR&0.00 B07-05-16 10:59
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Sorry!这位大神很神秘,未开通博客呢,请浏览一下其他的吧文章摘要: 对开发者来说,如何能作出一款好的游戏是最重要的。 在HTC Vive 峰会上,HTC VR 全球内容副总经理 Joel Breton 为大家分享了许多对VR内容开发的技巧。 *创作前的准备 虽然说小编不是做游戏开发的,但是在学营销的时 ...
对开发者来说,如何能作出一款好的游戏是最重要的。在HTC&Vive&峰会上,HTC&VR&全球内容副总经理&Joel&Breton&为大家分享了许多对VR内容开发的技巧。*创作前的准备&虽然说小编不是做游戏开发的,但是在学营销的时候也有学过。在进行营销推广之前,先根据3W做准备,就是,WHO,WHAT,HOW1.了解你的客户-确认目标群体&WHO-目标群体是谁?是哪个年龄段,是做什么的,精准的目标定位是发行后成功的不二法门2.了解你的客户-需求定位WHAT-他们想要什么?目标定位后去分析这个年龄段的这些人想要什么?想要一个什么类型的游戏。而对于VR游戏来说,沉浸感是最通用的需求,因此记得做到沉浸。什么是完全沉浸?完全沉浸是感是脑子被感官引导,而相信身体是在一个全新的VR世界的感觉。那又到了广告时间。Joel&Breton表示,目前唯有HTC&Vive可以做到完全沉浸感,其他系统还差了一大截!3.开始制作HOW-问题又来了,怎么做呢?接着向下看,你就知道了!*创作工具&使用什么创作-(广告时间)当你做好了创作准备,你就需要一些创作工具来准备进行创作了!&1.向HTC团队申请开发者套件&2.下载OpenVR&SDK与&SteamVR&3.跟Unity&或&Unreal&买个许可证&4.搞定!开始创作史诗级神作!*开发原型(Prototype)好啦,你现在可以开始创造原型或概念验证版本了你的原型应该要把主要功能设计进去&*规划时间(Time)项目时间表-时间一直以来都是个都是个严肃的问题,记得规划好你的时间。*十个小提醒帮你创造令人经验的VR内容(重中之重)1.&无论如何尽力将帧数维持到90FPS(ps:帧数是关乎游戏生命的指数,90FPS是比较普遍的指数)2.&在设计移动上,不要设计加速(ps:移动加速会使玩家产生眩晕,损失体验)3.&了解如何利用Room-scale(ps:利用空间交互,空间式沉浸是Vive的最大特点之一)4.&用动作控制器-这个在HTC&Vive上真的很棒(ps:利用手柄交互,沉浸交互是虚拟现实的最大特点)5.&当游戏任务在走或跑时,不要把相机上下晃动(ps:跟移动加速相同,相机晃动会使玩家产生眩晕,损失体验)6.&切记在VR里面,利用沉浸感技术,用户不再是在电影里看蜘蛛人了!(ps:虚拟现实是一个全新的世界,还是那句话,沉浸交互是虚拟现实的最大特点)7.&利用强而有力的引擎,如Unity,Unreal,Crytek,Lumber,Stingray等,最大化你的效率(ps:目前Unity易于使用,但是最近火热UE,UE的渲染浩宇U3D,但是使用起来较难)8.&用SDK与Frameworks如VivePort&SDK,SteamVR&SDK,在内容中快速加入新功能(ps:功能多了才能变的有意思,不知道是什么?)9.&从如Unity&Store等地方去的Frameworkd&genre&引擎及美术资源(ps:懂得去利用现有资源可以让你的效率变的更高)10.&创造你想要的体验内容。(ps:做好了记得给我玩,哇咔咔!!)&什么!看了不理解?那你还是让大神亲自讲给你听吧!*几项有帮助的调查报道1.&消费者对VR&内容有什么需求Movie&39%Games&38%TV/Music&Video&27%Educ&ational&26%Sports&26%&2.&谁对VR&感兴趣Gen-Z(10-17)&79%Nikkennials(18-38)&73%Gen&X(35-50)&70%Baby&Boomers(51-69)&64%1、欢迎关注官方新浪微博:奇境VR虚拟现实,更多有趣视频,等你来看!2、扫一扫,一起观看科技新浪潮,了解虚拟现实行业最先资讯。扫描下方二维码关注奇境VR官方微信(也可微信搜索qijing591vr:或&&奇境VR虚拟现实)

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