General considerations when setting up KeyShot scenes for VR.
Number of polygons
The GPU rendering in KeyVR is polygon and fill-rate limited. I.e. for the best frame-rate limit the number of polygons to 2-3 million on high-end GPU's. KeyVR will accept any number of polygons that fit in GPU memory though. Easily 40 millions on a 4 GB graphics card.
In Keyshot you can see the Polygon count (Number of triangles) of your scene, in the Real-time view's Heads-Up Display. This can be turned on from the Main menu > View > Heads-Up Display or with the "H" hotkey.
If your model contains NURBS data, the number of triangles can be limited inside KeyShot. Either by adjusting the tesselation factor when importing your models into KeyShot or by re-tesselating the entire model or specific parts after import. More about /wiki/spaces/K8M/pages/312213715 in KeyShot.
If your Model does not contain NURBS data, you will have to adjust the polygon count in the CAD application.
Lighting Preset
KeyVR Tech preview 1 does not do global illumination. This means that product renderings currently look considerably better than interior renderings in KeyVR.
More about /wiki/spaces/K8M/pages/418250857 in KeyShot
Use of textures
You can use image textures on your model. Currently only one Mapping Type (Box, UV etc.) is supported per part (view supported Mapping types) and all Map Types (Diffuse, Bump etc.) have to have the identical parameters - i.e. they should be synced.
More about /wiki/spaces/K8M/pages/311918959 and /wiki/spaces/K8M/pages/311951677 in Keyshot
Scene Units
The units of the KeyShot scene is directly used as units for the VR headset. If a scene unit has not been selected it is assumed to be in meters. I.e. a box of size 1x1x1 will be a box that looks like it is 1x1x1 meters big in VR.
Camera position
The HMD by default starts at the actual height of the HMD above physical ground either below or above the active camera from KeyShot.
Environment
In many cases you want a 3D environment that your object of interest is situated in. In order to not inadvertently move that environment it can be set to "locked" in the KeyShot scene tree - and KeyVR will respect that.