---
id: wiki-2026-0508-beat-saber
title: Beat Saber
category: 10_Wiki/Topics
status: verified
canonical_id: self
aliases: [Beat Saber, VR Rhythm Game]
duplicate_of: none
source_trust_level: A
confidence_score: 0.85
verification_status: applied
tags: [vr, game-architecture, rhythm-game, unity, ecs]
raw_sources: []
last_reinforced: 2026-05-10
github_commit: pending
tech_stack:
  language: csharp
  framework: unity,unity-dots,openxr
---

# Beat Saber

## 매 한 줄
> **"매 VR rhythm game 의 architecture 의 reference — 90Hz minimum framerate · sub-20ms motion-to-photon · ECS-style note pool"**. 2018 Beat Games (Meta acq 2019) release, 2026 의 Quest 3/Vision Pro 의 cross-platform mainstream, "framerate 의 holy 의 above 의 nothing" 의 architecture 의 lesson.

## 매 핵심

### 매 architecture 제약
- **Framerate floor**: 90 fps (Quest 2) · 120 fps (Quest 3 · Vision Pro).
- **Motion-to-photon**: < 20 ms.
- **GC 의 hostile**: 매 frame 의 spike 의 nausea 의 cause → object pool · Burst · Job System.
- **Determinism**: scoring 의 reproducible — 매 input · note 의 fixed seed.

### 매 component
- **Beatmap loader**: `.dat` JSON parse → preallocated note buffer.
- **Note spawner**: 매 future 6 sec 의 lookahead, pool 에서 의 pull.
- **Saber controller**: hand pose tracking + velocity smoothing.
- **Cut detector**: plane intersection · direction match · score.
- **Audio sync**: NJS (Note Jump Speed) + offset 의 calibrate.

### 매 응용
1. 매 fitness app (Supernatural, FitXR) 의 rhythm pattern 의 inherit.
2. Trainer/simulator (medical · drill) 의 timing-critical UX.
3. Education app (language drill · typing tutor) 의 VR variant.

## 💻 패턴

### Unity DOTS: note spawn 의 zero-alloc
```csharp
[BurstCompile]
public partial struct NoteSpawnSystem : ISystem
{
    public void OnUpdate(ref SystemState state)
    {
        var beatmap = SystemAPI.GetSingleton<BeatmapBuffer>();
        var time = SystemAPI.Time.ElapsedTime;
        var ecb = new EntityCommandBuffer(Allocator.Temp);

        for (int i = beatmap.NextIndex; i < beatmap.Notes.Length; i++)
        {
            var n = beatmap.Notes[i];
            if (n.Time - time > LookaheadSeconds) break;

            var e = ecb.Instantiate(beatmap.NotePrefab);
            ecb.SetComponent(e, new Translation { Value = n.SpawnPosition });
            ecb.SetComponent(e, new NoteData { CutDirection = n.Direction, HitTime = n.Time });
            beatmap.NextIndex = i + 1;
        }

        ecb.Playback(state.EntityManager);
    }
}
```

### Saber-cut detector (plane intersection)
```csharp
public bool TryCut(Vector3 saberTip, Vector3 saberBase, Vector3 saberVelocity, NoteData note,
                  out CutResult result)
{
    var plane = new Plane(saberVelocity.normalized, saberBase);
    if (!plane.Raycast(new Ray(note.Position, note.Forward), out float enter)) {
        result = default; return false;
    }

    float speed     = saberVelocity.magnitude;
    float angle     = Vector3.Angle(saberVelocity, note.RequiredCutDirection);
    float accuracy  = 1f - Mathf.Clamp01(angle / 60f);

    result = new CutResult {
        Score = Mathf.RoundToInt(speed * accuracy * 115f),
        IsValid = speed > 2f && angle < 60f,
    };
    return result.IsValid;
}
```

### Audio-visual sync (NJS-based)
```csharp
// Note 의 spawn position 의 calc
float jumpDist = njs * (60f / bpm) * halfJumpDuration * 2f;
Vector3 spawnPos = playerPosition + Vector3.forward * jumpDist;

// Note 의 frame 마다 의 lerp
float t = (Time.timeAsDouble - spawnTime) / (hitTime - spawnTime);
note.transform.position = Vector3.Lerp(spawnPos, hitPos, (float)t);
```

### Object pool (zero-GC frame)
```csharp
public class NotePool
{
    readonly Stack<Note> pool = new(256);
    readonly Note prefab;

    public Note Get() => pool.Count > 0 ? pool.Pop() : Object.Instantiate(prefab);
    public void Return(Note n) {
        n.gameObject.SetActive(false);
        pool.Push(n);
    }
}
```

### OpenXR foveated rendering hint (Quest 3)
```csharp
var feature = OpenXRSettings.Instance.GetFeature<FoveationFeature>();
feature.foveatedRenderingLevel = FoveatedRenderingLevel.High;
feature.useDynamicFoveatedRendering = true; // eye-tracked on Quest 3
```

## 매 결정 기준
| 상황 | Approach |
|---|---|
| < 100 active note · prototype | MonoBehaviour + pool |
| > 200 active note · production | DOTS/ECS + Burst |
| Cross-platform (PCVR + Quest) | Unity URP + multi-quality preset |
| Modding support | Open beatmap format (`.dat`) + PluginLoader |
| 매 90fps 미달 의 perf budget | Foveation · LOD · GPU instancing |

**기본값**: Unity DOTS + URP + OpenXR — 매 Quest 3 의 baseline 의 fit.

## 🔗 Graph
- 응용: [[bitECS와_SharedArrayBuffer의_실제_코드_통합]]
- Adjacent: [[Object Pool]]

## 🤖 LLM 활용
**언제**: beatmap 의 procedural generation, cut-direction pattern 의 difficulty curve 의 tune, NJS · offset 의 starter value 의 suggest.
**언제 X**: 매 hand-crafted choreography (top mapper 의 art form) — LLM 의 generate 의 bland.

## ❌ 안티패턴
- **GC 의 frame 의 allocate**: 매 90fps 의 break → motion sickness.
- **Animation curve 의 audio sync**: dt 의 drift → pop. NJS-based linear lerp 의 use.
- **Saber 의 trigger collider**: physics step 의 sub-frame miss — manual raycast/plane 의 use.
- **Per-note GameObject Instantiate**: pool 의 mandatory.

## 🧪 검증 / 중복
- Verified (Beat Games postmortem GDC 2019, Unity DOTS 1.3 docs, OpenXR 1.1 spec, BSMG modding wiki).
- 신뢰도 A-.

## 🕓 Changelog
| 날짜 | 변경 |
|---|---|
| 2026-05-08 | Phase 1 |
| 2026-05-10 | Manual cleanup — VR architecture constraints + DOTS spawner + cut detector |
