Oculus Touch announced as Oculus Rift hand tracking input

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

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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. 

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  • reply
    June 11, 2015 11:05 AM

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

    • reply
      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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