Finally The Oculus Rift Has Motion Controls

The Oculus Rift seemed to be a bit behind one HTC Vive showcased those awesome Motion Controllers and Room Scaling, however Oculus seems to have caught up with the Vive!

The Oculus Touch

If you have played VR games then you surely agree that playing on a GamePad sucks for Virtual Reality…

Sure the Headsets does a lot to improve the experience but it seems that the GamePad just takes a lot of that back.

The Oculus Rift comes with an Xbox controller and while that works just fine, if you are looking to feel as immerse as possible then you absolutely want a motion controller.

So to fix that and catch up with the HTC Vive, Oculus just released The Oculus Touch which i would argue is a much better controller than the HTC Vive’s controller.

Oculus Touch Ergonomics

What makes the Oculus Touch better? It’s design… While the HTC Vive’s Controller and the PS Move controller look like sticks with buttons the Oculus Touch is made to fit your hand.

Basically the grip of the Oculus Touch is meant to fit a natural hand position, so instead of feeling like you are holding a stick it feels like your hands are in a regular resting position.

Oculus Touch Grip by by eVRydayVR on Flickr Oculus Motion Control

Notice How the hand wraps around the controller.

Think about it this way, back in the days consoles had bulky controllers that had ergonomics at all (like the old Super Nintendo Controller), it was after the N64 and the PlayStation that controllers became ergonomic.

In the same way an Xbox 360 controller makes a Super Nintendo controller feel odd so should the Oculus Touch’s design make the HTC Vive’s controller feel outdated.

Oculus Touch Features

As far as i can tell there really isn’t much of a difference between the HTC Vive’s tracking and the Oculus Touch. However the Oculus Touch has some pretty neat features, for instance the controller can actually tell if you are pointing at something with your index finger, and you will see that in game.

Also each controller has a “grip” button, that is activated by tightly holding the controller, which makes grabbing objects in VR much more immersive.

Oculus Touch Pointing by Marco Verch on Flickr Oculus Motion Control

Pointing with the Oculus Touch Actually shows on the games

And finally one of my favorite things is the fact that unlike the HTC Vive which displays the actual controller on the game, the Oculus Touch displays your hands, this is particularly impressive considering that the controller will detect and show in game how you point at things or give thumbs up.

Room Scaling On The Oculus Touch

Room Scaling is done a bit differently on the Oculus, instead of having a predetermined space, the Oculus Touch actually makes you hand draw the space you will be playing on.

While it is advantageous because you can set the Room Scaling to whatever space you have available, the disadvantage here is the hand drawing part…

Once you have your cameras set up you will be asked to use the Oculus Touch to draw the area where you will be playing, and managing some straight lines is harder than it seems!

However this makes your system warn you if your are nearing the edges of your play area and make sure you don’t run into anything.

Camera Setup

The Oculus Touch comes with an Extra Camera, which is pretty neat but it has yet another problem…

Having only two cameras means that your set up will be limited, the way they are meant to be set up will limit our Oculus Touch response and make them work only if they are not being blocked by your body, basically when facing forward.

And while most games won’t be affected by it, if you want the real VR experience you will need to buy another $80 camera to set up behind you.

Cost

The Oculus Touch is marked at $199, and the extra camera at $80, preferably you should get both items, and honestly seems like the upcoming games are going to be supporting the Oculus Touch rather than the Xbox controller that came with your Oculus Rift… So there might not be too much of a choice here.

 

Image Credit: Marco Verch and everydayVR

 

Leave a Reply

Your email address will not be published. Required fields are marked *