If you're good with computer graphics and programming, you're halfway done for doing your first demos / experiments :)
If you have an OculusRift, I think that's probably the easier start. Not because "mobile" is harder, but because you can focus more on doing stuff instead of optimizing / cutting stuff because mobile devies still do not have so much computational power.
Unity3D / Unreal engine are really easy to set up for VR. So easy to set-up that most people lose sight of VR.
You may think this is simple, everyone do it but... no. There are so many useful hints about how to reduce sickness and produce a better product, and so easy to find, that is mandatory to know.
If you have an OculusRift, I think that's probably the easier start. Not because "mobile" is harder, but because you can focus more on doing stuff instead of optimizing / cutting stuff because mobile devies still do not have so much computational power.
Unity3D / Unreal engine are really easy to set up for VR. So easy to set-up that most people lose sight of VR.
I HIGHLY suggest you to give a read here https://developer.oculus.com/documentation/intro-vr/latest/c...
and
http://static.oculusvr.com/sdk-downloads/documents/OculusBes...
You may think this is simple, everyone do it but... no. There are so many useful hints about how to reduce sickness and produce a better product, and so easy to find, that is mandatory to know.
This will get you started pretty well :)