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Touch vs Index controllers and why I prefer Touch

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  • ZenbaneZenbane Posts: 15,146 Valuable Player
    Evileyes said:
    Just throwing my .02 I really enjoy the Index controllers (huge step up from HTC wands) this clicking on the thumbstick is really nothing to my main complaint.  My issue is the actual LOCATION of the thumb stick.. it needs to be switched with Valves silly useless touch pads. It would feel soo much more natural if they were in the (imo) proper spot.

    I've seen some complaints about that, since those who prefer the Thumbstick have to keep their thumb stretched out too far throughout lengthy gameplay. Depending on your hands, this can be a non-issue, or can lead to eventual discomfort. I believe it was on reddit where I saw one user report a "burning sensation" after awhile due to having the outstretched thumb during gameplay.

    I can't help but wonder if the current design is the result of the Oculus patent on Touch? Maybe nobody else can put the Thumbstick in the more "proper" position on a VR hand-controller without violating Oculus' existing patent?
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  • Shadowmask72Shadowmask72 Posts: 4,072 Valuable Player
    I just did my No Man's Sky Quest streaming video and I must say it just felt so different using the Touch controllers to play after spending so much time using the Knuckles. For one thing the Touch controllers are much lighter. They are just so different to hold but offer the same functionality. I can completely get why some people prefer one over the other now. 


    System Specs: RTX 2080 ti , i9 9900K CPU, 16 GB DDR 4 RAM, Win 10 64 Bit OS.
  • MowTinMowTin Posts: 1,916 Valuable Player
    edited August 2019
    Evileyes said:
    Just throwing my .02 I really enjoy the Index controllers (huge step up from HTC wands) this clicking on the thumbstick is really nothing to my main complaint.  My issue is the actual LOCATION of the thumb stick.. it needs to be switched with Valves silly useless touch pads. It would feel soo much more natural if they were in the (imo) proper spot.

    My main issue is something few people talk about--the way you grab. 

    I'm playing NMS now and sometimes I let go the VR flight stick but it still thinks I'm holding the stick which causes me to fly in directions I don't want. 

    It doesn't happen very often in games but does happen frequently enough to annoy me. Either an unintended grab or a release that isn't registered or I release when I didn't intend to. 

    So, if grab is indicated by pressure instead of a clear button or trigger, it's obvious that the distinction between grabbing and not grabbing won't be as clear as it is with a button or trigger. 

    Then there is the discomfort of the strap. 

    Finally, finger tracking is really cool but also almost totally useless. The only use so far is making hand signs to people in multiplayer. 

    Games with issues: 

    1. Vox Machinae: I have to be very careful to fully open my hand after I shift the VR gear shifter.

    2. Sairento: I keep grabbing or dropping my sword unintentionally. 

    3. Defector: was playing through Revive. Kept dropping my gun accidentally. 
    i7 9700k 2080ti   CV1, Rift-S, Index
  • ZenbaneZenbane Posts: 15,146 Valuable Player
    I think you confirmed a lot of my earlier suspicions @MowTin

    The ability to use a "grab trigger" allows for more real-world simulation of Grabbing and Releasing. Afterall, we do "trigger" our muscles on our hands if we want to grab or release. Pressure plays very little role in the actual grab and release functionality of the hand. Pressure is applied for entirely different reasons, such as a reaction to the size or weight of the object being grabbed. But the actual act of "grabbing" is a muscle trigger action. So if we're going to simulate the act of grabbing with a hand-controller, then we need a proper trigger. And pressure aint it.
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  • WildtWildt Posts: 2,264 Valuable Player
    edited August 2019
    For one thing the Touch controllers are much lighter.
    You don't know what light means until you've tried some 13g lithium batteries. Pretty much half the weight of the typical Eneloop so many swear by.
    It also practically eliminates the spring compression issue when they're subjected so some serious g-forces in games like Beat Saber or Thrill of the Fight.
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  • ShocksVRShocksVR Posts: 486
    Trinity
    edited August 2019
    What about controller alignment with the ingame gloves in NMS ? Seems like it may be a "bit off" with the Index ?





    Rift S




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  • ZenbaneZenbane Posts: 15,146 Valuable Player
    @ShocksOculus I thought I noticed that in one of the "recommended settings" videos I shared.

    I thought maybe it was just the way the video was made, but it seemed like something was a bit off with how her hands moved compared to what was happening in-game.
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  • ZenbaneZenbane Posts: 15,146 Valuable Player
    edited August 2019
    So I wanted to share an experience I had over the weekend. And maybe the OP can confirm or correct my assumptions here.

    This weekend I hosted a good 5 hours of VR for 6 people. We went through multiple titles spanning multiple genres: Flight, Horror, Action, etc.

    Everyone was interchanging the Rift CV1 and Touch controllers repeatedly. And this was varying age groups (from young teens to 40+ adults), throughout the entire session. The thing that I realized as a huge benefit of Oculus Touch, is how easily we can interchange them between people of different hand-sizes. Never once during the 5 hours of repeatedly going between 6 people of varying body types and hand-sizes did we ever run in to any issues.

    I recall at least one post on reddit talking about a user who tried to switch the Index over to his girlfriend, and the Knuckles didn't work for her. The explanation I was given is that... users may need to re-calibrate Knuckles, especially when switching people multiple users.

    So I would say that one huge advantage that Touch has over Knuckles, is the instant-reliability in hand-tracking accuracy when switching between multiple people. This is not only great for those of us who host VR sessions with friends and family, or people who do share their VR HMD with an entire household; but also any businesses that plan to run multiplayer VR arcades, and any organizations interested in VR for the Enterprise (e.g. Microsoft Power Point in VR) and require multiple employees interchanging the VR headset.

    The Valve Knuckles very much seem like a "single user" experience, at least in their current state. Happy to hear some thoughts from MowTin or Shadow on this.
    :)
    Are you a fan of the Myst games? Check out my Mod at http://www.mystrock.com/
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