Oculus announces its own VR controller, Oculus Touch

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Ron Burgundy
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After Oculus announced that the Rift will ship with a wireless Xbox One controller at its press event today, founder Palmer Luckey took the stage to talk about Oculus' own controller. "One of the first things that a lot of people do [in VR] is they reach out into this virtual world," said Luckey. "We wanted to create an input device that actually lets people reach out, that lets those people interact with objects in the virtual world."

Luckey then brought out a prototype Oculus Touch called 'Half Moon.' The wireless controllers are designed to enable a variety of input methods, including "hand presence," "manipulation," and "communicative gestures."

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The controllers look a bit like the handles of a DualShock 4 were ripped off, with a neat circle of plastic added. Though they feature some traditional inputs—an analog stick, analog trigger, and two buttons on each—the goal according to Luckey is to make Touch an effortless experience, so that rather than thinking about how controller buttons map into the game, the user can interact with the VR environment naturally. There's also a "hand trigger"—it was a little hard to tell what part of the controller Luckey was referring to, but he mimed picking up a gun to demonstrate it.
"We wanted to deliver hand presence," said Luckey, "the sense of feeling, as though your virtual hands are actually you real hands."

Update: We've received further clarification from Oculus VP of product Nate Mitchell. Oculus Touch is coming in the first half of 2016, but isn't launching with the headset, which will ship in Q1 2016. It will be sold separately "shortly after" the Oculus Rift launches.

Mitchell also explained more about how the controllers work. "We have a matrix of sensors inside Oculus Touch that can actually get a sense of where your finger is," he said. "It's relatively basic in terms of—we're not talking about knowing exactly where all your fingers are—but for the basic gestures that Palmer talked about, whether we're talking about pointing, or the hand trigger that we have to like pick up things, and that sort of stuff... it enables a pretty cool set of hand poses that do make it really effortless to pick up stuff in the world, toss it, and do those kinds of actions that you can't do with a gamepad."
The gestures, says Mitchell, are currently limited to the index finger and "some thumb" in the Half Moon prototype.
You can see the demonstration at the end of the livestream, which is archived here. Below is a marketing shot, and some photos Wes snapped from the event.

Source: PC Gamer
 
Hmmm, they really wasted the name on that controller? That would have been much better saved for .. *cough* other devices... *cough*
 
VR – Virtual Reality

VR is coming on strong, and with more than a little purpose. While the most well-known VR project so far is Oculus Rift, a lot of other actors on the market are racing to get in on the action as well. No consumer products have really made it onto the consumer market, except maybe Google’s somewhat humble and playful Project Cardboard (and Samsung's G.

2016 seems to be the year when we finally start seeing the VR projects come to fruition and launch in consumer versions. However, with “only” your vision and hearing immersed in virtual space, and having your hands on a keyboard and mouse, for example, will be extremely confusing – as your brain will want to act on what you see as if you were doing it in real life.
To combat this, Valve, running the Vive VR project along with HTC, has created hand-held controllers to let you do just that. In an initial demo, the controllers are actually precise enough to let you do things such as juggling, as you would in real life. Check it out for yourself:


Somewhat ironically, the demo is done in a game titled Job Simulator, but the technology remains impressive. Question is – will VR be the future, or will it become yet another niche market? Only time will tell.
 
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