3 articles · All insights
Why we build most enterprise VR training on Unity, when Unreal is the better call, and the deployment realities that quietly decide it for standalone Meta Quest.
The questions I answer before production starts on a VR training simulation, from learning goals to hardware, safety, assessment, and update paths.
How I think about frame rate, draw calls, lighting, textures, physics, and interaction cost when building standalone VR training apps for Quest.
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