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  • Re: VR Accessories/Peripherals - All different kinds, anyone have additional suggestions?

    Woojer - I have the same problem with almost every wearable tech I've seen for VR; A) non-modular wearable tech means friend of different body size can't try out the experience, B ) excessive amount of prep time needed to get into a game, C) tech will need to be washable, D) wearing certain clothing may interfere with experience, limited game application + limited adoption = limited game support development.
    Buttkicker - it basically vibrates your chair? Seems kinda silly. It does at least seem fairly modular and generally applicable to a variety of experiences.
    KorFX - Usual wearable tech issues, this does at least seem fairly modular, both in who can wear it, and also how it could read rumble activities from the game to translate them into rumbles along the body.
    Subpac - wearable tech issues, the rough concept seems to boil down to aiming a subwoofer into your back, still, I understand the point. It's the same effect you get when you have a loud deep sound; you can feel it reverberate in your own diaphragm/chest, and it's an experience that no headset alone could produce.

    I'd rather use my Bose Quiet Comfort headset when it comes to audio. 3D audio is great, but also blocking out miscelanious noise from real life is also important to game immersion. I just wish that my PS4 controller would let me use the audio port while using it with a PC. That would be one more cable that I wouldn't need to be tied down to.

    The Leap Motion controller is great. It's not perfect, and still limited on support, but it adds an amazing level of immersion, particularly for interacting with other VR players, as being able to naturally gesture and point allows for much less restricted communication. The only problem is that the camera can only see what is really close in front, so if your hands aren't in front of you FPS style, then it's as if they don't exist at all. If this could just be boosted up to a 360 camera, it could be almost as good as the vive controllers. The NimbleVR deal seemed to be aiming for pretty much the exact same thing.

    ALL the VRgloves just dredge up my same issues with wearable tech. I can barely find regular gloves that fit me without making the pinky finger too long or having the fingers too tight or too lose, or something.
    The Dexmo looks to have real potential though. I'd love if this concept was scaled up to something that included full arm resistance, (it could even clip into a harness like what comes with the Omni) and not just resistance to a single finger and thumb. This also needs a small pad that presses along the base of the fingers and into the palm to really allow a player to feel like they're holding something. At that point, you could just about simulate the feel of holding a controller, or even a gun in your hand which would allow for games to naturally switch between normal hand motions, gun controls, and steering controls (for a variety of vehicles) without needing to fumble around blindly for a bunch of different real life controls that you need to switch out manually. With the arm resistance, you could even simulate weights of objects when you pick them up.
    Personally, I'd like to see Steam push their steam controllers as a stop gap method for VR control. between the touchpads and motion gyros, it could give you fairly rudimentary control for use with VR games without needing to invest in an $800 system. I have the DK2, which wont work with the Oculus Touch coming out, so no matter which system I go for, I'm going to need to spend $800 if I want to get motion controls in my VR games.

    The cameras all look more useful for DEVELOPING (or marketing) VR tech, but don't seem to have much benefit to actually immersing yourself in it.

    The Omniwear Arc looks nicely universal for wear, but also like it needs to be directly against the body to be completely effective, and thus needs to come with a washable sleeve. The current method of using your phone to track the minimap is just complete nonsense though. Game integrated support is a must have, and is a deal breaker without.
    The tactile haptics reactive grip, and the strikervr guns both have the same issue of feeling too limited in scope. The strikervr is great for guns, but that basically means that ALL you're going to do in that game is shoot a gun. I was introduced to FPS via Half Life, so if the gameplay doesn't mix things up a bit more than that, I get bored. The THRGrip at least seems to be able to simulate a variety of pole based objects, but the controls that you can interact with while using that grip seem incredibly limited, similarly, if you were to put the "pole" down in the game, you'd have to still hold the THRGrip despite your in game hand being empty.
    It might be good enough for now, but I just don't see either of them being flexible enough for another product to come along later and do everything they do and more. They might be good for enthusiasts, but my budget means I have to treat VR as an investment. So unless I see long term sustainability, I just can't support a product.

    So basically, the Dexmo, or rather some future more encompassing version of the dexmo that doesn't yet exist, is my only real piece of VR tech that I'm really looking forward to.