Oculus may have partnered with Microsoft, bundling in Xbox One wireless controllers, but that’s not a VR specific device. That’s why Oculus has developed its own VR input: Oculus Touch, a two-part controller with haptics and a constellation tracking system, just like the Rift.
Codenamed Half Moon, the first Oculus Touch controllers are a weird amalgamation of motion controllers, traditional controllers and a new VR controller.
Palmer Luckey explains that Oculus decided on seven key features that their new input device needed to have: hand presence, manipulation, low mental load, communicative gestures, traditional inputs, lightweight and ergonomic.
In attempting to stick to these features, Oculus has developed a dual-wielded controller with two buttons, analog sticks and multiple triggers, including one that’s pressed with the index finger, like a gun; haptics, for immersion and “hand presence”; the ability to register pointing or even someone giving a thumbs up; and a tracking system just like the Oculus Rift’s.
It looks a little ridiculous, like a thick bangle, but it does sound ambitious.
Codenamed Half Moon, the first Oculus Touch controllers are a weird amalgamation of motion controllers, traditional controllers and a new VR controller.
Palmer Luckey explains that Oculus decided on seven key features that their new input device needed to have: hand presence, manipulation, low mental load, communicative gestures, traditional inputs, lightweight and ergonomic.
In attempting to stick to these features, Oculus has developed a dual-wielded controller with two buttons, analog sticks and multiple triggers, including one that’s pressed with the index finger, like a gun; haptics, for immersion and “hand presence”; the ability to register pointing or even someone giving a thumbs up; and a tracking system just like the Oculus Rift’s.
It looks a little ridiculous, like a thick bangle, but it does sound ambitious.
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