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>Glass is fine for visual things, and I’m also fine with only visual feedback when using hand tracking on the Quest2 for instance. Hard disagree here. As impre
by dahauns 4y ago
>Glass is fine for visual things, and I’m also fine with only visual feedback when using hand tracking on the Quest2 for instance.
Hard disagree here. As impressive as the hand tracking in the Quest 2 is (especially the new 2.0 iteration - just...wow.), I'll prophesize that until at least some kind of haptic feedback system is available (Powerglove 2.0! :) ) it will hit a brick wall. Hard.
It's such a natural mode of interaction that the total lack of haptic feedback sticks out like a sore thumb and breaks the immersion hard - so much so that I find myself going back to the Oculus controllers after a few minutes because they feel(!) more natural. They only might be a crude first order approximation, but at least there I have a "power grip", for example.
- makeitdouble 4y agoI find this pretty interesting in that we still haven’t found a practical “raison d’etre” for VR, which makes the great and deal breaking parts completely different for each of us. I see the future of VR as two-fold, with the use as a specific tool on one side, and games/entertainment on the other side. On the tool side, I see hand tracking as 90% there, would use it mostly for navigation and input, and totally see myself in excel like applications with finger gestures and Minority Report like movements but actually well thought and useful. I am with you one the game/entertainment side, where more feedback and immersion would tremendously help enjoy being in the moment and feeling things that aren’t there.