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Time-to-fun should be a critical KPI for VR. Optimizing this requires an end-to-end consideration of the UX, all the way from a user deciding 'I want to play' and putting on the headset to how the game is architected for in-game selection and loading.
41,460 views • 2 years ago •via X (Twitter)
10 Comments

This is a coarse comparison because they are different games with different goals, but it demonstrates a point.

TTF (time to fun) is actually one of our key metrics in reality labs, we really do care about it and work around a lot of technical constraints to try and improve it

That’s great to hear! Does Meta have any specific guidelines to help developers with this?

The reason i love steamdeck? I grab the console, pressthe power button and it resumes the last game where i left it … when i have enough, press powerbutton again. It’s so simple.

I have been Index-only since day 1 - many parts of the Q3 are VERY cool and improved, but I had a situation the other night where my headset was at 60% battery by the time my friend and I managed to actually start playing a game of Dungeons of Eternity (from full) - shocking diff

In Deisim we jump directly into the game for that reason. Some players tell us the game looks less "professionnal" because of that but for me being directly into the game without displaying logos and loading screens is a big plus

WebXR: from home screen to gameplay in seconds, no app store nor install needed.

VR should bring back the loading screen mini game, now that the patent is expired

Absolutely crucial

I agree with this, Ive noticed @BreachersVR did a great job of this where you're standing at the main menu seconds after launch. Compare this to flat games, even with RDR2 (which was horribly long) it wasnt bad as you were sitting on the couch. Standing and staring is the worst.
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