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100 Words Every VR Designer Should Know

July 20, 2026

100 Words Every VR Designer Should Know

No. Item Definition
1. accommodation eye focus distance adjustment
2. affordance clue about possible action
3. aliasing jagged edges in graphics
4. anchor fixed reference point in space
5. animation movement of characters or objects
6. antialiasing smoothing jagged visual edges
7. avatar user’s virtual body or character
8. bandwidth data transfer capacity
9. blink brief fade during movement
10. bottleneck part limiting overall speed
11. bug error causing wrong behavior
12. calibration adjusting system for accuracy
13. clipping cutting unseen scene parts
14. collision contact between virtual objects
15. comfort freedom from strain or sickness
16. controller handheld input device for VR
17. culling skipping unnecessary rendering work
18. dead zone input area with no response
19. debugging finding and fixing problems
20. diegetic existing within the virtual world
21. discoverability ease of finding features
22. drift tracking error that slowly grows
23. embodiment feeling of owning a virtual body
24. engine core software framework
25. environment surrounding virtual setting
26. feedback system response to user action
27. field of view visible extent of the scene
28. flow smooth progression of actions
29. frame rate images shown per second
30. frustum visible volume from the camera
31. gaze where the user is looking
32. gesture meaningful body or hand movement
33. grab take hold of a virtual object
34. grip side hold button or action
35. guardian boundary safety system
36. haptics touch feedback through devices
37. headset worn device for viewing VR
38. hierarchy visual order of importance
39. hitbox area used for collision checks
40. HUD overlayed information display
41. IK joint solving for limb movement
42. immersion sense of being inside virtual space
43. interaction user action affecting the world
44. IPD distance between the eyes
45. iteration repeated cycle of improvement
46. jitter small shaky tracking movement
47. latency delay between action and response
48. legibility clarity of letter shapes
49. lighting illumination of the scene
50. locomotion movement through virtual space
51. LOD detail level by distance
52. manipulation moving or changing virtual objects
53. menu list of options or commands
54. mesh 3D object surface structure
55. mixed reality blend of real and virtual
56. motion sickness nausea caused by movement mismatch
57. multiplayer shared experience with other users
58. networking connecting users and data online
59. non-diegetic outside the virtual world
60. NPC non-player character
61. occlusion blocking one object with another
62. onboarding introducing users to controls
63. OpenXR standard for XR application access
64. optimization improving performance efficiently
65. orientation rotational direction of an object
66. parallax view shift from different positions
67. passthrough camera view of real world
68. persistence how long pixels stay lit
69. pointer directing ray or cursor
70. pose position and orientation together
71. position location in 3D space
72. prediction estimating future movement
73. presence feeling of really being there
74. raycasting shooting virtual rays for tests
75. refresh rate screen update frequency
76. rendering drawing images for display
77. reprojection adjusting frames to reduce lag
78. resolution number of display pixels
79. reticle aiming mark or cursor
80. room-scale VR using physical walking space
81. scale perceived size relative to user
82. shader program controlling visual appearance
83. six degrees of freedom full position and rotation tracking
84. smooth turn continuous rotational movement
85. snap turn rotation in fixed angle steps
86. spatial audio sound positioned in 3D space
87. stereoscopy depth effect from two viewpoints
88. texture image applied to a surface
89. three degrees of freedom rotation tracking without position
90. thumbstick small analog control stick
91. tooltip small explanatory text hint
92. tracking measuring user or device movement
93. trigger finger button on controller
94. UI user interface elements
95. vergence angle of both eyes inward
96. viewport window showing the scene
97. vignette darkened edges for comfort
98. voice chat live spoken communication
99. wayfinding helping users navigate space
100. widget small interactive interface element
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