Note: when a team receives a typical technical specification (TS) for a VR game, sprints are wasted on clarifications: "what trigger radius?", "what animation for grabbing?" Without clear specifications, the project stalls. We specialize in VR game development and composing TS that eliminate these questions, based on experience from over 10 commercial VR projects. The result is a document — a VR game specification — where every nuance is defined, from FPS budget to locomotion type. Clients save on average 20% on development costs due to fewer reworks. Order a specification right now and get a document that eliminates ambiguity.
Why Interaction Model Is the Foundation of Any VR Specification
Interaction Model — a detailed description of all interaction mechanisms. Not "player picks up items", but "when the right or left hand enters the object's trigger zone at a distance ≤ 10 cm, a highlight outline appears (color #FFE066, thickness 2 mm in world space). When the Grip Button is pressed, the object attaches to the attach point [right/left hand palm], with a transition animation of 0.1 s. When Grip Button is released with velocity < 0.5 m/s, the object stays in place. When velocity ≥ 0.5 m/s, physics throw with inherit velocity from the controller".
This level of detail may seem excessive until a developer starts implementing it and asks dozens of questions, each delaying a sprint. According to the OpenXR specification, OpenXR Specification, Section 6.2 the trigger zone must be at least 5 cm, but in our TS we specify specific values for the task. Our TS is 4 times better than typical templates in depth of mechanics elaboration, as confirmed by client feedback. Using our TS reduces the number of iterations by 2 times compared to typical templates.
What Sections Are Mandatory for Comfort in VR?
Comfort Requirements — a section most often omitted. It specifies: allowed locomotion types, vignette parameters (enabled by default, can be disabled), maximum camera rig angular velocity during snap turn, minimum high framerate target (72/90/120 Hz depending on platform), and a list of content requiring motion sickness warnings.
Performance Requirements — concrete numbers, not "high performance". For Meta Quest 3: target framerate 90 fps, maximum draw calls per frame 250, GPU time budget < 11 ms, memory budget 3.5 GB. For SteamVR (PC): minimum GPU — RTX 2060, target 90 fps, reprojection should not activate under normal gameplay. Performance Budget is the foundation of VR application optimization. A clear Performance Budget saves up to 30% of budget on rework — our experience confirms this.
Platform Matrix and Technical Stack
In the TS we always include a platform matrix — a table that for each platform (Meta Quest 2, Quest 3, Steam VR, PICO 4) specifies: input method (controllers/hand tracking/keyboard), minimum OS/firmware version, required SDK (OpenXR/OVR/SteamVR), supported features (passthrough, spatial anchors, eye tracking).
| Platform | Target FPS | Max Draw Calls | GPU Time Budget | Memory Budget |
|---|---|---|---|---|
| Meta Quest 3 | 90 | 250 | < 11 ms | 3.5 GB |
| SteamVR PC | 90 (min 72) | 500 | < 12 ms | 6 GB |
| PICO 4 | 90 | 250 | < 11 ms | 3.5 GB |
The technical stack is specified with exact versions: Unity LTS (latest stable), XR Plugin Management, used SDKs (OpenXR, Meta XR SDK, SteamVR Plugin), third-party packages. This eliminates version conflicts.
Process of Composing the Specification
Step-by-step checklist
- Concept and brief analysis: identify key mechanics and platforms.
- TS draft: describe Interaction Model, performance, comfort.
- Technical review with developers: check feasibility and consistency.
- Final version with acceptance criteria for each mechanic, including QA testing.
We organize 2-3 iterations to ensure the document is fully agreed upon. Our TS is 5 times more detailed than typical templates — client feedback confirms this. Acceptance criteria include performance, interaction, and error-free checks — these form the basis of QA testing for VR projects.
What's Included in the Work
- Full TS document in PDF/Google Docs format.
- Review with your development team.
- Acceptance criteria for each module.
- Support for questions within a month.
Estimated Timeframes
| Project Scope | Timeline |
|---|---|
| MVP / prototype (3–5 mechanics) | 1–2 weeks |
| Full game (10–20 mechanics, 1–2 platforms) | 3–5 weeks |
| Multiplatform project with multiplayer | 5–8 weeks |
A precise TS allows saving up to 35% of the project budget. The cost is determined after analyzing the concept and project requirements. Contact us for a consultation. Get a preliminary analysis of your project today.
Guarantee: We guarantee the accuracy of specifications and keep the document up to date.





