SteamVR Knuckles Dev Kit
steamcommunity.com
steamcommunity.com
Had someone tried mounting the Leap Motion to a Vive Tracker yet, like facing upwards from belt buckle level?
Something like Manus will always be some niche market thing. If you have to put on extra gear every time you want to play the time, friction is simply to high to get anywhere near console sized markets. PlayStation VR already has way less friction with the headset mounting process.
Controllers give you primitive resistive haptics, making you feel you're actually holding and manipulating something. A glove that does that dynamically would be ideal, but we're not there in terms of hardware or software.
Everyone doing full finger tracking on open controllers comes first.
omg that's too big
I agree that the ManusVR gloves don't give you much more feedback by themselves than a standard VR controller, but I think it allows your hand to be used to a fuller extent, and doesn't restrict you to as narrow a set of interactions.
The only additional feedback VR controllers give you is in how much you're pressing a button/thumbstick/trackpad and maybe some vibrations. Knowing if you've squeezed a trigger enough to shoot a gun in a game is good, but you could also accomplish that while wearing some VR gloves by holding a toy gun in your hand, which then gives you the added feedback of the shape and weight of a gun. Before we have some sort of setup for providing actual feedback based on the virtual world you're interacting with, it seems like this kind of setup (smart gloves coupled with simple dumb-props) would be a more desirable user experience than controllers with some buttons & sticks.
(That's one of my all-time favorite articles btw!)
I agree with this. In theory, with a smart enough glove you could use any tool in VR. I haven't seen any in practice that allows for such fidelity in object/finger detection (e.g. is your hand on the trigger, or squeezing it? Are you holding the object or did you drop it?). Also, it would mean that toy guns would need to be standardized (3d printing looks good in this area).
The current approach, combining SteamVR trackers (https://partner.steamgames.com/vrtracking/) with physical objects seem like the best bet for the foreseeable future.
https://manus-vr.com/order.php
Hint: if your fucking devkit costs a grand, charging an additional half a grand for the SDK to _use_ it does not encourage adoption.
Seriously, what the fuck?
Developers don't want to make games for it, because there aren't enough people with headsets. And Customers don't want to buy headsets because there aren't enough games yet.
But innovation like this is always great. The controller for the vive has been my biggest gripe.
I'd say within the next 3-5 years both of those areas will improve dramatically (as demand for VR increases) enough to make those platforms a viable VR entertainment system.
As for Desktop VR devices like Oculus and Vive 20 years is probably more reasonable as it's much more expensive. Many people get a smartphone every couple years through their phone plan but I'd wager most people do not currently posses a computer capable of running a VR headset with recommended requirements.
I have fun in VR games every day. I know many others do as well. Therefore, your statement is false.