

Additionally, they’re considered a bit more accessible, as a user can even sit down while they enjoy these experiences, and these are also often the experiences that work with mobile devices. That being said, stationary experiences are tried and true, as this is one of the earliest forms of VR. Though sometimes VR headsets for these experiences come with simple controllers for interactivity, they are usually very limited. Common stationary experiences include things such as theme park ride simulations, some FPS games, and other situations where you don’t really need the user to move around much. While users in this style can look around via their VR headset, no other head movement is tracked. Stationary VR experiences are exactly like they sound. However, when it comes to developing in VR, there are two different types of VR experiences – and understanding these will dictate how you develop your project and for which headset. We’ve taken the first step to understanding VR. Using these controllers, you can do things like pick up objects, throw them, and so forth. In addition, some headsets come with controllers that can act as hands for the purposes of interaction. Thus, when you look somewhere, the visuals change accordingly to match this movement. In so doing, this allows you to use your own head movement as the means of manipulating the camera. To sell this illusion, VR headsets use head tracking technology to track the movement of your head. Since this simulates how our vision works in real life, it creates the illusion that you’re truly in the virtual environment being shown. These headsets operate by creating a visual for each eye through various means.


This is achieved via the use of special VR headsets. Without getting too technical, virtual reality is simply the process of simulating/representing virtual, 3D spaces as if they were real. Our first step in our journey is to get an understanding of what virtual reality is.
