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Oculus Creator on VR Tracking Controls: ‘No one has created a good solution yet’

While companies such as Oculus VR and Sony Computer Entertainment (SCE) are currently busy perfecting the virtual reality (VR) head-mounted display (HMD), the question of just how to control these experiences remains a consistent issue. Plenty of companies have launched Kickstarter campaigns to fund unique input solutions for the Oculus Rift VR HMD, while SCE has refered to its own PlayStation Move controllers. But according to Oculus Rift creator Palmer Luckey, none of these make the cut.

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Speaking to Kotaku UK, Luckey recently revealed that, in his opinion, there isn’t a good motion or body tracking-based VR input solution just yet. He reasoned that “no one has created a good solution yet”. The list of hopeful VR input solutions currently includes the likes unique motion control options like Control VR and the Trinity Magnum. Based on Luckey’s words, it seems like these aren’t up to his own requirements.

Speaking on tracking, Luckey revealed that “it’s not as fast or precise as it needs to be for virtual reality. It’s going to take some time but we’ve been putting a lot of research and development into virtual reality, and with body tracking, hand tracking, finger tracking. All these things that you need to actually make it feel like your body has been transported into to the virtual world and to be able to interact with it in a natural way”.

Of course, there are non-tracking based solutions for VR input that Luckey isn’t necessarily refering to here. That includes the likes of omni-directional treadmills such as the Vitualizer and Omni, though these still rely on motion controllers for certain actions.

Oculus VR has been said to be looking at its own input solutions in the past, with a possible HMD-mounted camera used for hand tracking. Could we see such a solution in the near future? VRFocus will continue to follow the company, reporting back with any further updates.