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by lostlogin 1065 days ago
> They have to face the problem that VR gaming devices are much cheaper and have similar effect/more studios dedicated to making VR games.

I agree but look at the iPhone - gaming on that is a massive market and Apple do well off it.

You can buy a different phone for a fraction of the price, but Apple are a market leader.

1 comments

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.

We'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

My 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?