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17 replies

Up and Coming
June 22, 2014
I think they were using a thumbstick for their current demos, but it is not included or anything. For traditional gaming experiences a directional pedal or perhaps Dance Dance Revolution mat would work well. But Control VR allows us to go beyond traditional gaming I think, not that people won't want to walk around using control VR, it's just not necissary for all experinces.
Participant
July 3, 2014
This looks awesome! I think that eventually this is absolutely where things are going. Cant shake the feeling that this is putting the cart before the horse a little as far as timing goes. I hope I'm wrong though.
Up and Coming
July 23, 2014
I wonder if it is modular. Will you be able to upgrade from one to two hands? And can you detach one hand when it is not needed?
I have the omni ordered and will order the DK2, so dont really have the cash for this. (Perhaps i should cancel the omni and go with this instead.)
Up and Coming
July 23, 2014
I either want to hold something (with some kind of feedback) OR have proper haptics in these free moving 'gloves' , ideally.

I'm not convinced yet by wavey hands alone.
EX DK2/VIVE/PSVR/CV1/Q2/PSVR2 | Currently Quest Pro (PCVR) | VR developer RTX 3080 FE / 12900k / Windows 11 Pro
Up and Coming
July 23, 2014
"IsoMacintosh" wrote:
I wonder if it is modular. Will you be able to upgrade from one to two hands? And can you detach one hand when it is not needed?


I actually asked about this - apparently the system is modular - you can add or remove a system as required.

"Sharpfish" wrote:
I either want to hold something (with some kind of feedback) OR have proper haptics in these free moving 'gloves' , ideally.

I'm not convinced yet by wavey hands alone.


Well, the reason I'm personally so sold on this 1:1 tracking of the hand and all the fingers is that it allows you to emulate controllers. If you want to play an FPS, you just use ControlVR plus a gun-shaped controller that would cost like $5 at most. (eg. detect trigger-finger 'pulling' gesture to emulate fire button input)
In terms of haptics, frankly the best anyone can do right now is particularly fancy vibration, so they don't enter into the equation for me.
ControlVR is my fetish right now. The only reason I haven't bought a pair of gloves is because I have a sneaking suspicion that Oculus is going to release an input device that does something very very similar.
...that and I'm completely broke.
Melbourne-based creative technologist. I flit between experimental AR/VR experiences, audiovisual electronics and full-stack web development. http://www.lachansleight.io
Up and Coming
October 5, 2014
The Control VR Kickstarter ended three months ago as of today, and there hasn't been a single update since the end of the campaign. Though there was one Instagram picture posted a month ago showing a couple guys working on some software, but other than that it's been pretty much radio silence.

:shock:
Up and Coming
October 6, 2014
Maybe...they're just busy? :S

They should take a leaf out of LEAP, Neuron and STEM's book - nothing excites the VR community about your product more than a bunch of videos of cool stuff you made with it - it only takes a day or two once a month.
Melbourne-based creative technologist. I flit between experimental AR/VR experiences, audiovisual electronics and full-stack web development. http://www.lachansleight.io