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Video: Oculus VR co-founders on VR's biggest challenges

What will devs have to relearn for VR? Oculus VR co-founder Palmer Luckey warns about current game design conventions such as pre-cut sequences and straight-ported UIs, don't work well in VR.

October 21, 2013

2 Min Read
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"To make really good VR games, there is going to have to be some level of making no compromises -- if you want to have the best experiences."

In this free GDC Vault video from GDC Europe 2013, Oculus VR co-founders Palmer Luckey (quoted) and Nate Mitchell discuss considerations that developers should make in creating VR games and hurdles they will need to overcome in 'Virtual Reality Gaming and Game Development'. Some of those biggest hurdles, Mitchell explains, are user interface, simulator sickness, and latency. Additionally, Luckey warns that "Pre-cut sequences [don't work], because that's going to remind the user that they're not really inside a virtual world." For more on Oculus VR, read this follow-up feature interview, along with some developer stories on VR horror and experimental projects.

About the GDC Vault

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