Forum Discussion
KevinHart
11 years agoHonored Guest
The Absolute Best Out Of The Box Controller Solution
The absolute best possible controller solution for Oculus is actually to not give us a controller at all. Instead of re inventing the wheel again and running the risk of coming out with something sub par why not just instead give us a cheap positional tracking object that we can attach to a controller we already own.
You cant make a controller that everyone is going to like, but you can make the controller that each individual likes work with the sensor.
why would they do this?
- controllers are expensive! an add on would cost a couple bucks rather than 60$.
- I get to use a high quality input device that I like and already own.
- controllers are risky and can make or break consoles.
- base package is cheaper which most likely means more people choosing to be an early adopter and more money in their pocket to spend on games for the rift.
what do you guys think? good idea or crappy idea?
You cant make a controller that everyone is going to like, but you can make the controller that each individual likes work with the sensor.
why would they do this?
- controllers are expensive! an add on would cost a couple bucks rather than 60$.
- I get to use a high quality input device that I like and already own.
- controllers are risky and can make or break consoles.
- base package is cheaper which most likely means more people choosing to be an early adopter and more money in their pocket to spend on games for the rift.
what do you guys think? good idea or crappy idea?
18 Replies
- ftarnogolExpert ProtegeI like it. But then comes the problem of hap tics
- TwitchmonkeyExplorerI definitely don't think that the rift should come with a controller. Everyone who has a PC already has an input method and adding a controller just increases the cost for hardware the customer may not use. I hadn't considered including some sort of positional tracking add-on though, that could work, perhaps even including a strap so we can put it on our wrists if we can't manage to find a way to secure it to our preferred input. So long as they can do this without incurring significant additional cost I would be in favor of this.
- KevinHartHonored Guest
"ftarnogol" wrote:
I like it. But then comes the problem of hap tics
do you feel like haptics are financially viable for release?
I may be wrong but my guess is that we wont be seeing anything more complex than valves controller at most. Take a look at Microsoft. They just cut a huge part of the xbox one out just to save 100$ off their price point. - KevinHartHonored Guest
"Twitchmonkey" wrote:
I definitely don't think that the rift should come with a controller. Everyone who has a PC already has an input method and adding a controller just increases the cost for hardware the customer may not use. I hadn't considered including some sort of positional tracking add-on though, that could work, perhaps even including a strap so we can put it on our wrists if we can't manage to find a way to secure it to our preferred input. So long as they can do this without incurring significant additional cost I would be in favor of this.
yea that's very much what I was thinking. Even just adding a position tracker with 1 button would essentially give you a 3d in game mouse. with enough creativity in controls that could be more than enough. check out how much apple is able to do with the simple controls of one button and a touch screen. - ftarnogolExpert Protege
"KevinHart" wrote:
"ftarnogol" wrote:
I like it. But then comes the problem of hap tics
do you feel like haptics are financially viable for release?
I may be wrong but my guess is that we wont be seeing anything more complex than valves controller at most. Take a look at Microsoft. They just cut a huge part of the xbox one out just to save 100$ off their price point.
Yeah, decent haptics are still a few years off. What OP suggests is something like STEM minus controllers... I think.
I think the best combination may be a haptic glove (for finger tracking) synced with onboard pass through cameras plus optical/magnetic positioning for when they are outside the user's FoV. - fudspongExplorerHave you ever tried to use a computer that didn't come with a mouse or keyboard? We're enthusiasts so could rig something up but CV1 will be an off-the-shelf product sold direct to the public, and adoption will depend entirely on user experience. Got news for ya folks, not everyone's a geek. Oculus NEEDS to bundle at least a basic hand-level positional control, even if it leaves more advanced controllers to third parties as add-ons, much like the current PC gamer market.
- moltonExplorer
"fudspong" wrote:
Have you ever tried to use a computer that didn't come with a mouse or keyboard? ...Oculus NEEDS to bundle at least a basic hand-level positional control, even if it leaves more advanced controllers to third parties as add-ons, much like the current PC gamer market.
What's wrong with the keyboard and mouse for input? The rift IS a controller already, a mouse to add some extra buttons is all that's needed for a good rift experience. I'm sure some games will NEED a controller but that doesn't mean the rift necisarilly needs it's own controller. Many people are developing software for the Rift that works with the Razer Hydra and is probably awesome but not something the Rift needs to make a good VR experience IMO.
for example https://developer.oculusvr.com/forums/viewtopic.php?f=26&t=9076&p=120882&hilit=senza#p120882
have you experienced that? That was awesome!!! No input except from the rift and maybe the mouse a little.
mouse keyboard and rift is the cheapest possible, most accesible to the general public option. We don't even know what good VR games are like yet IMO - Mrob76oHonored Guestfor me this is as close as it gets so far to VR input for the upper body at least
https://www.kickstarter.com/projects/controlvr/control-vr-motion-capture-for-vr-animation-and-mor
having 1 to 1 control of your hands is so key
it does look a little pricey though but i've gone for it. far superior to priovr - flawExploreri'm unsure about gloves with haptic-feedback right now.
but i think gloves and gesture detect are the way forward for working on the rift.
maybe we can work with haptic-feedback when we can solve the issues associated with it.
how can you stop yourself pushing your hand through an object even with haptic-feedback on a pair of gloves? - moltonExplorer
"Mrob76o" wrote:
for me this is as close as it gets so far to VR input for the upper body at least
https://www.kickstarter.com/projects/controlvr/control-vr-motion-capture-for-vr-animation-and-mor
having 1 to 1 control of your hands is so key
it does look a little pricey though but i've gone for it. far superior to priovr
That is amazing, deffinetly too expensive for an out of the box solution, but I pledged my $600 for a set of them babies. That is really exciting, Oculus VR + that will make new gaming posibilites galore. :)
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