Oculus Touch announced as Oculus Rift hand tracking input

Oculus VR announced a new, dedicated input device for hand-tracking today, called Oculus Touch.


Oculus VR announced today that the Oculus Rift will be able to use Xbox One controllers as an input device, but it ended its conference with a surprise: a new, dedicated input device for hand-tracking called Oculus Touch.

The Touch is actually two wireless controllers that mirror each other. They each feature traditional button layouts and analog sticks, but they also have a dedicated button to finger movement. It can also recognize gestures like pointing a finger, and offers haptic feedback. Founder Palmer Luckey said the company prioritized a method that would work with traditional games, but also be low-impact and feel natural for motion and VR experiences. 

At E3, Oculus Touch will be shown with a Toybox demo, which will allow users to manipulate several objects like toy robots or a tetherball pole, using the input device. Oculus didn't mention when Touch will ship. We'll have more details from the show floor. 

From The Chatty
  • reply
    June 11, 2015 11:05 AM

    Steve Watts posted a new article, Oculus Touch announced as Oculus Rift hand tracking input

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      June 11, 2015 11:26 AM

      Not bundling the motion controls with the headset is a mistake.

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        June 11, 2015 11:27 AM

        not if it keeps the cost down.

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          June 11, 2015 11:52 AM

          so include a $60 xbox controller you can buy literally anywhere

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            June 11, 2015 12:00 PM

            Yea, I am still scratching my head about that...

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              June 11, 2015 12:15 PM

              Without bundled motion controls? Good luck buddy!

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              June 11, 2015 5:15 PM

              yup that makes no sense, it just looks like the oculus touch won't be ready by CV1 release and they had to have a backup standard controller.

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            June 11, 2015 2:46 PM

            And that a substantial portion of the likely audience already has

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              June 11, 2015 10:34 PM

              Nope, pc nerds would have a 360 controller

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        June 11, 2015 2:17 PM

        Wait, didn't everyone hate the Kinect for motion controls?

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          June 11, 2015 2:28 PM

          Unlike waving your hands around in Kinect, these devices have actual buttons. So it's potentially more like a Wii, which was more appropriate for gaming.

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          June 11, 2015 2:30 PM

          It's not really motion controls, its tracking.

          Motion controls that amount to fancy replacements for button presses are a gimmick. If you're waving your arm just to basically Press B on a controller, that's stupid.

          If you're actually in a virtual world, you want to see your arms. You want to be able to aim a gun with your hand not just your face. You want to pick stuff up, to push buttons, to actually see your body in that space. This is a start.

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          June 11, 2015 2:42 PM

          Because it was high latency bad gesture recognition and was not good for anything other than kinect sports. Oculus understands that latency is key so I presume that will be at an acceptable level. While this has finger gestures I don't think that games will demand high accuracy 360 no scope peace signs.

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            June 11, 2015 2:45 PM

            Although vr rock paper scissors must be made.

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              June 11, 2015 10:04 PM

              I just want to be Nemo and touch the butt.

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      June 12, 2015 4:55 AM

      I look forward to impressions from E3.

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