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#Never assume the display frame time is 1/90th of a second (or any other constant value). Run application simulations including animations and physics based on elapsed real time, not frame counts. There are a number of frame rates found on current VR headsets. The range today is anywhere from 45 fps to 120 fps. Fixing computations to any expected value will guarantee your application runs at the wrong rate on any other hardware. Timing the application to the frame rate will almost certainly result in bugs and poor experiences.
#Provide quality settings that are easy for users to understand. Simple Low/Medium/High quality settings allow users to tweak a preferred quality sweet spot. Esoteric or hard to understand settings will result in users poorly tuning their application settings and having a negative experience with your software.<ref name="oculus blogpost">https://developer.oculus.com/blog/asynchronous-spacewarp/</ref>
==As a Consumer, How to Take Advantage of ASW==
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==References==