It’s not all that hard tbh. There are quite a few videos created which explain the details floating around.
The basics are:
- For large details, those should be physically modeled (preferred) or be tessellated (not preferred, increases latency due to increase calculation times to tessellate)
- Medium details should use bump offset maps
- For very small details, such as hair line cracks, those should be normal mapped.
- Do everything possible to reduce draw calls
Basically, if the game looks fantastic and runs at a great frame rate on mobile… then it should be ok in VR. More or less.
PS: One other thing, if you really chose to go down this particular rabbit hole, expect to learn more about human physiology and psychology than you did in high school / college. I know I sure did!