4 ms·
My bigger question isn't the game studios or even the price, it's the controllers. Remains to be seen what sort of games people come up with that don't require
by wlesieutre 3y ago
My bigger question isn't the game studios or even the price, it's the controllers. Remains to be seen what sort of games people come up with that don't require the type of hand controllers with a thumbstick, grip/trigger, and a couple of buttons.
You'll really need to design from the ground up with its very specific input capabilities in mind. Porting titles over that were made for Quest, PSVR, or PC will be difficult.
- blensor 3y agoWe've been designing our VR fitness game [1] around hand tracking since Meta first came out with it 3 1/2 years ago. So far I can say that we did not regret it, but it definitely requires some workarounds around the accuracy and speed you get from controllers. [1] https://www.youtube.com/watch?v=T5h2Jh6NygY https://www.youtube.com/watch?v=T5h2Jh6NygY
- wlesieutre 3y agoMy hand tracking experience on my Quest 1 was unimpressive (though I haven't bothered to try again recently), maybe the Quest 2 is better. Even for just navigating the UI, the pointing part works fine but pinching to click was entirely unreliable. With its eye tracking and much stronger hand tracking hardware I expect Apple's will work nearly perfectly, just a matter of how people support it in games. Teleport movement is a big question for me, convention for that on controllers is to push the thumbstick forward, aim the targeting arc, and release. Will everyone be making up their own teleport movement gesture, and eventually the market will settle on an expected way to handle it? Will games where you pretend to be holding something (mini golf for instance) feel weird with just hand tracking, and nothing to actually hold?