Virtual Reality

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Virtual Reality describes lens distortion correction, with simulator sickness and six-degree tracking setting its practical scope within VR, AR & Immersive Gaming. Differences in head-mounted display, spatial audio and room-scale locomotion explain why the same label can produce markedly different results between games.
Any claim involving foveated workload, motion input or comfort design is qualified by platform, mode and release status where those details matter. Passthrough camera may define the opportunity, while immersive audio often exposes the limitation that matters most to players. Related features can be mentioned, but Virtual Reality must provide the evidence or decision the reader came to understand.