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Nice, helpful summary. For devs just starting to think about VR, I'd also highly recommend checking out Google's free Cardboard Design Lab app which has flown totally under the radar of most people. It's a surprisingly useful set of basic considerations for designing in VR and only takes 10 or 15 minutes to go through. You actually see each point in action through the lenses which can demonstrate much better than text or pictures (especially stuff like 'Don't put the interface too close or it will be uncomfortable). Very good for beginners, it introduces these topics:
If you have your own cardboard, you can test "Cardboard Design Lab" by Google, which introduce VR best practices:
There's actually a cardboard app that's a VR instruction (with demos) on how to develop for VR. More best practises than a full development guide, but a pretty cool idea (as it demonstrates how things are bad as it tells you). [link]
Actually, we've implemented this feature according to Google's UX guidelines for VR apps. You can check Google's demo app and see that they propose to use similar "light" navigation markers. We decided that map pins will look better in our environment (they have somewhat cartoon-ish look).
Cardboard Design Lab is the app I use to showcase Cardboard to first timers. It uses spatial sound so you need to use ear buds to fully appreciate it.
Cardboard Design Lab is intended to provide UI guidelines to developers but the second section, Immersion, is also just a cool experience. It's really fun watching people ooh and ahh over it.
Google has a small interactive course on making a good Google Cardboard VR app. The principles can apply to any VR though really.
For real 3D geometry there should only be double vision for things that are close up, like very roughly 2' or closer. Cardboard Design Lab has some examples of what should be comfortable and what isn't in VR. Good VR design avoids having things get close enough that it'd cause a problem.
Stereo video has a fixed IPD that might not match yours, so double vision is often more of a problem there, but still it should only be for close up things.