- Set units in the virtual world that match the real world so that scales can be easily matched. For example, one unit equals one meter in the virtual world. This helps with depth and scale perception (Section 6.1).
- Make sure that objects are completely modeled so that missing parts are not noticeable as the user looks at them from viewpoints that would have been unexpected for graphics on a screen.
- Very thin objects, such as leaves on a tree, might look incorrect in VR due to varying viewpoints.
- Design the environment so that less locomotion is required; for example, a virtual elevator would be more comfortable than virtual stairs (Sections 8.4 and 10.2).
- Consider visual and auditory rendering performance issues and simplify the geometric models as needed to maintain the proper frame rates on targeted hardware (Sections 7.4 and 11.4).
Steven M LaValle