Conclusion

A typical VR interactive scene and a real-time VR application monitoring SDK are established. Test result shows that the VR scene can provide user with high quality experience, and the monitoring SDK can realize real-time monitor on VR applications, making it practical for developers to obtain application performance in operation in user environment as well as understand user behavior in interaction. However, limitation of this study still exists especially in following aspects: a) The study is based on Unity 3D engine and HTC Vive device. Different combination of engine and device (i.e. Unreal engine combined with Oculus Rift device) may obtain better application performance or better compatibility. The monitoring SDK in this study can be more functional by expanding to various combinations of device and engine; b) Only user hardware information, user behavior, crash statistics and performance data are supported and collected in this monitoring SDK. Type of data supported by this SDK can be further expanded to cope with demand from developers (i.e. network delay, memory usage in user environment etc.).