Sleeping Lesson
Member
Ew, why do people want analog sticks
Because they're bad people!
Ew, why do people want analog sticks
I don't get it either.Ew, why do people want analog sticks
Ew, why do people want analog sticks
Well, I hope you don't get your wish, because I very decidedly do not want an analog stick on my VR controllers. Certainly not instead of the touch pad, and certainly not at my thumbs natural resting position.
The future is here.
Artifical locomotion is basically the only thing they work better for than a touchpad though.They work quite well on the touch for a variety of things, including artificial locomotion.
That's one thing I forgot to mention actually -- looking at the gifs, either the guy in them has huge hands or those pads are significantly smaller than the one on the current Vive controllers.To be honest, though, one of my major beefs with using the Vive or Steam controllers to simulate analog sticks or d-pads is the sheer size. There's a chance that these smaller-looking pads will work significantly better here.
We know that the LG SteamVR HMD is still planned for later this year.
We also know from interviews and code changes that Valve has experimented a lot with specifically built-for-VR screens (and prototypes). But I don't think they'll design a consumer HMD, just help other companies with what they want to bring to the market.
I personally think these controllers will be purchasable separately.
In terms of foot/leg tracking, if a good number of current Vive owners upgrade to these controllers there will be a lot of Vive controllers kicking around which could easily be attached to shins for "free" leg tracking.
This is getting into Valve fanfiction territory, but one thing I really wonder about these controllers is why Valve needed them before Vive 2.0, why they developed them "alongside" their VR games, and what those games could need (or at least benefit highly from) with the controller. A lot of throwing gameplay? Social stuff where finger tracking is useful? Very intriguing either way.
Does no one own a rift and touch? The touch does this, although this looks like it improves on it.
And I don't want artificial locomotion.
Yeah, I think the combination of more natural hand tracking provided by these with facial (or even just eye) tracking will make for really awesome VR interaction.Looks perfect. The only thing I really want out of VR after this is facial tracking, which I would assume will need to be done in a headset revision down the road.
One thing that continuously surprises me in coop games is just how much more expressive than normal online interaction the current "primitive" VR with head and hand tracking already is.
My preferred is still the same as it was shortly after Vive launch: point-to-teleport for slower-paced games or when it is built into the game from the ground up as a mechanic, controller-relative short distance teleport in more traditional action games.On a side note, I'm curious as to what your preferred movement scheme in VR is these days
A football field with redirected walking(and perhaps your ideal scheme)
Yep. It's remarkable how distinct people are with just head and rudimentary hand tracking. I can recognize the body language of someone I know, for example.
I don't get it either.
I've played 100s of hours of VR games, and I've never used (or wanted) analog movement in any of those.
I don't think Valve designs headsets. Lighthouse and controllers yeah, but not headsets.
"Finger tracking" finally a PROPER way to play VR KANOJO.
Regarding analog stick on the controller put me on the no thanks camp, I don't like artificial locomotion.
The touchpad actually looks quite significantly concave in the gif. I'm really curious whether they keep it like that for the final version and how well that works.
Does no one own a rift and touch? The touch does this, although this looks like it improves on it.
It has been fascinating seeing Valve's iterative process throughout their VR developments, in addition to the Steam controller.
The "Knuckles" controller looks exactly like what someone would design after a year of real-world VR applications experience(intuitive grab and release; a smaller body to prevent controller collision), and with the aim of furthering hand presence.
I'm really looking forward to this.
I second the "no analog sticks, please" motion.
What's interesting too is Knuckles seems to be an evolution of an early Valve VR controller called Cutlass that Alan Yates has said was (suspiciously) similar to what Oculus eventually came out with as Touch. So this may be something Valve has been tinkering with for a while. IIRC, Yates said they dropped it because of occlusion issues, but sounds like they solved them.
are the fingers actually tracked on a continuum, or is it just a binary gripping/not gripping switch?
Apparently analog, going by other posts. I'd love to see video of it in action.
curious mainly because IIRC Oculus touch has only maybe 2-3 points of resolution, and this appears to be using a very different tracking technique.
FINALLY IN VR!
It's an analog input for each individual finger according to the documentation. The "quality" of those inputs is of course not something you can glean from the docsare the fingers actually tracked on a continuum, or is it just a binary gripping/not gripping switch?
Edit: Somewhat unrelated to headsets in particular, but Valve is also one of the coolest companies for how open they are with their past prototypes. I mean, take a look at what this lucky bastard got for free.