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.).