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Tactile feedback. That's the only problem VR should be looking into. If you want to go from novelty to useful, you need genuine full body tactile feedback. It
by bena 4y ago
Tactile feedback.
That's the only problem VR should be looking into. If you want to go from novelty to useful, you need genuine full body tactile feedback.
It needs to feel like I performed the action I'm pantomiming. Other devices have both an input buffer and a visual buffer. Be it a controller, keyboard, mouse, etc. So I don't need to feel the weight of an item I'm holding, I just need to feel the response of the button I pressed to do so. Plus, what I'm doing is happening to an avatar on the screen. So I'm disconnected.
However, in VR, there are fewer buffers. I'm now the avatar. So when I pick up an item, I expect to feel that weight. If I make a throwing motion, I expect it to feel different if I'm throwing a baseball as opposed to a basketball.
But in VR, it all feels the same. Beat Saber works because the game works within the confines of VR's limitations.
- grumbel 4y agoOn the contrary, I think focusing so much on emulating the real world is one of the core problem with modern VR, as the more you emulate reality, the more you are locked into the constraints that reality provides. Simple acts like picking up an object from the ground become a chore when you have to do them realistically. Just pointing with a laser pointer and having the ability to interact with distant objects gives a much better experience. What VR is still missing is a well defined set of gestures, tools and UI elements to perform actions in the virtual space that go beyond what your body can do. There are only a few common ones, like snap-turn, teleport-locomotion or the laser-pointer, but even those have to be reinvent each time, which leads to a lot of inconsistency. That's not to say that haptics wouldn't be nice to have, but that technology is very far from being practical for mass market VR.