My Valve Index Controllers came in yesterday and I have done some testing on it last night using Valve's own Aperture Hand Lab, which is a short finger tracking demo, and the game Half-Life: Alyx. I started off being very excited about the prospect but ended up finding the whole experience a bit clunky. Bear in mind that this is just a quick first impression after an hour and a half of playtime. My expectation of the peripherals' performance was apparently too high and I also know that I have gotten very comfortable with the HTC Vive Wands so trying out something totally new can be a bit challenging.
I can certainly see the benefits of finger tracking and having empty, open hands in virtual reality. For one, it makes grabbing VR objects incredibly intuitive. The way the controllers provide us with this solution however is somewhat problematic. Unlike the HTC Vive Wands, you are not merely holding on to these Index Controllers. Instead, you have to strap them to your hands, and you have to strap them on pretty darn tight. Because of the curvy sensor bars coming out from the bottom of these controllers that hover above your hands, you will always have to be aware that the size of your hands are enlarged with the controllers on in case you have to navigate your real world surroundings. Being strapped on may be good if you plan to leave your head mounted display on you at all times during a play session. If you have to remove the HMD at any time, these controllers will get in your way unless you take the time to unstrap and remove them before interacting outside of VR. You have to remember that they need to be removed because after a while, they do feel like they are a part your hands. With the Vive Wands, you know that they are controllers that you always hold in your hands and all you have to do is just simply put them down. The other problem with Valve's approach to these controllers is the required placements of your fingers when you make a fist. Since the body of the controllers are resting firmly in your palms, when you make a fist without grabbing on to any VR objects, it doesn't feel natural. Worse still, you have to make sure that your index finger precisely lands on the trigger while your thumb lands on the large track button on the center of the controller's face. After an hour and a half with the controllers, I still found myself missing these points on the controllers so I ended up making weird, contorted finger gestures in VR.
It's a smart solution but the tight squeeze from the strap can be a bit distressing.
Other than those issues however, these controllers are definitely leaps and bounds above the Vive Wands. As if the finger tracking is not impressive enough, the controllers are also pressure sensitive and can recognize the power behind your hand grip by individual fingers. This is best demonstrated in Aperture Hand Lab where you can practice performing a firm handshake using the controller. In Half-Life: Alyx, you can pick up a can by closing your fist around it and then crush it in your hand by applying pressure onto the controller, just like in real life. Not having to hold on to anything, even though you can feel the controllers being there all the time, provides a newfound sense of freedom in VR as it mirrors your inaction with your hands. Is it completely necessary to replace pressing the trigger on the Vive Wands to pick up a VR object with you actually motioning it with your whole hand? Probably not, but it is a lot more immersive. I don't have any regrets purchasing these controllers even though I feel slightly underwhelmed by the experience so far. Perhaps going deeper into Half-Life: Alyx may provide some revelations in regards to the Index Controllers. They may not be the perfect solution to simulate finger movements in VR, but until they release a pair of VR gloves with haptic feedback, this is our best bet.
Yes, these things can double as a pair of deadly cesti.
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