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This is Twenty Milliseconds, a site documenting what works and what doesn't in virtual reality design.

This is Twenty Milliseconds, a site documenting what works and what doesn't in virtual reality design.

Recent Posts

John Carmack's Latency Mitigation Strategies

Recovering this great post

Touch Typing Survey

Do you look at the keys when you type, or can you type without looking? Help me figure out the answer to this question.

Recenter the HMD Before Starting Your Application

Allow users to re-center the application to their resting head position before placing them in a virtual world. Users should be able to press any key to re-center the display. If a scene is visible on-screen, fade it out and then fade it in in the recentered position.

Conducting User Tests With an Oculus Rift

Recording a user's movements while they are wearing an Oculus Rift is trickier than recording a laptop or phone screen. However, there are some tools which facilitate easy recording.

Virtual Reality is an Advertiser's Dreamland

Advertisers have much more space to work with in virtual reality than they do on mobile phones, which should allow for a wide range of advertisements. Many antipatterns can be deployed to catch a user's eye, and some of these will make them sick. Designers and advertisers should strive to create unobtrusive ads that fit in a virtual space.

Look-to-Select Interface: Benefits and Drawbacks

Having players select items by looking at them is simple to code and works on all machines. Designers should provide visual feedback to indicate that you're supposed to look at items to select them, and require a button press to select the target.

How Lucky's Tale Avoids Making Users Sick

It's difficult to avoid sickness with a moving camera, but Playful did it by compressing the camera's range of motion, focusing the user's attention on a single point, and experimenting with all types of designs.

Here's Why Speakers are an "Evolutionary Dead End" for Virtual Reality

Headphones are preferable to speakers because they can simulate sound in all directions, block out sound from external sources, and work better with top-of-the-line audio algorithms.

Learnings from Unreal Engine Integration & Demos

Live blogging this talk from Oculus Connect

Cockpits Work

Placing your user in a cockpit can help reduce acceleration-related sickness.

Users Lie in VR Usability Tests

You can't trust users to tell you when they are feeling sick.

Richard Yao - Human Visual System & the Rift

Blogging Richard's talk

Configuration Options Proliferate

We're going to be stuck with a huge menu of options for a while.

Everything You Wanted to Know About Simulator Sickness

Who gets affected, what the symptoms are, and more.

3D Object Tracking Works

With a headset you can track opponents in 3D, making radar tracking UI finally feasible.

Loading Screens Shouldn't Move With You

Developers need to think about every single screen in their application.

UI Ideas For Choosing One From Many Items

Two developers have ideas for how to select one option from hundreds.

Headsets Provide a Large Increase in Addressable Screen Space

A stereoscopic viewpoint adds an extra dimension for data visualizations, and the ability to see more by moving your head means designers have much more space to address when creating graphs.

Unrealistic Avatars Break Immersion

Looking down at a body that does not resemble your own can be quite a shock. Here are some strategies you can use to mitigate this.

What Oculus Thinks the Rift Experience Looks Like

It's different (and grander) than the setup at your desk.

Porting is Harder Than You Think

Porting games from other platforms will be difficult because many popular gameplay elements would cause disorientation in a VR headset.

What Determines a Good Oculus Share Rating?

High ratings, high comfort levels, and high download numbers go hand in hand. At the high end of PC performance, frame rates don't affect application rating.

Collisions Cause Motion Sickness

Users experience motion sickness when their avatar collides with an in-game object. Consider blacking the screen for permanent objects, or allowing transparent pass-through if it makes sense for your application.

Sign up for user testing in San Francisco

Take part in a 30 minute user test, get 30 minutes of free activity with an Oculus Rift.

Likely User Interface Mistakes in Coming Years of VR

Early mobile development was characterized by poor usability and applications ill suited for mobile devices. This phenomenon is likely to reoccur with VR development.

Assorted links

What's new/interesting in the VR community today.

Decoupling of Aim and Gaze in Virtual Reality Systems

When wearing a headset, there's no reason your target should be aimed the same direction that your head is facing.

Measuring Motion Sickness

A simple metric can be used to reliably assess motion sickness across users of your application, and used to compare motion sickness specific to your application with general sickness from using VR systems.

Constraints of Writing Software for Full World Simulation

Applications that do not follow VR best practices will make users nauseous or worse. Applications must be responsive to head movements at all times, avoid unrealistic movement of the world, and render the world with extremely low latency.

First post

Testing email and other parts of the infrastructure.