Hacker News new | ask | show | jobs
by BigglesB 1056 days ago
Absolutely, controllers don’t make sense at all for most of those kinds of use cases, and would only add friction.

A device like this already has so many conflicting constraints to deal with that I’m not really surprised that they didn’t prioritise the things that would benefit gaming.

Hand controllers may well come a few years down the line (if the product line survives that long), but it’s very much in line with their behaviour historically to initially avoid requiring additional input devices: anyone remember how long it took Apple to release a stylus for the iPad?

Also seems like their efforts to protect privacy by restricting direct gaze input access may make certain kinds of gaze-related input actions tricky to implement, but the Unity video shared earlier suggested that they may be giving developers more access to that stuff (at least via Unity-based apps) than they’d previously implied.

1 comments

Assuming their hand tracking is super fast (no noticable latency over controllers like on the quest), the biggest loss to not having controllers is haptic feedback. I can see haptic feedback being useful even in non-gaming situations, feeling buttons is better than not feeling buttons.
also other things like doing two things at once... On my knuckles I can pull the trigger and run the thumbstick or other buttons at once.

Hand gestures are cool and all but i have yet to use a gesture system that isn't more than a little 'lossy'...

Oh that also, though I'm not sure how useful that is in productivity scenarios (I don't have enough imagination). IF gesture tracking was super accurate, there would still be the problem of haptic feedback. Someone needs to invent a VR glove that allows us to feel things.