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Oculus VR’s Input Solution to be Shown ‘Sometime Soon’

While excitement is certainly starting to gather for the release of the as-of-yet unrevealed consumer version of the Oculus Rift virtual reality (VR) head-mounted display (HMD), there’s still a lot of information to share about the future of the device. Not only are the final specs yet to be confirmed but creator Oculus VR hasn’t shared much on its work on an input solution for the device. However, according to CEO Brendan Iribe, a first look at the company’s work input could be shown ‘sometime soon’.

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Iribe said as much to The Verge in an interview at the 2015 Consumer Electronics Show this week. “We haven’t showed anybody our early versions of VR input yet” he stated. “We’re excited to show something sometime soon. But we’re not ready yet. And it will definitely change as we show it. We’ll show different things that will continue to improve. I think long-term, everybody agrees that at some point, you want the lightest, smallest pair of glasses or goggles, and you want to see your hands naturally, and you want to see your body naturally, and you want to feel like you’re 100 percent totally there. That is really really difficult, and we’re not going to get that level of body tracking, hand tracking, eyes, mouth, whole human tracking in the early versions of VR.”

Last year Oculus VR announced an acquisition of Nimble VR, a hand-tracking company that completed a successful Kickstarter crowd-funding campaign for its device, which was mounted to the Oculus Rift. That provides some pretty significant hints about where the company is going with its input solutions. Don’t expect a solution to be ready for the consumer Oculus Rift’s launch, though.

“We won’t release a version with bad input,” Iribe continued. “It’s something that we feel like breaks the experience. We’d rather have a very simplified input or a gamepad input. We haven’t made that decision yet, but we’d rather have something very dependable that is clearly not trying to be the perfect VR input than something that’s half-baked. And what we’ve seen out there in the community… nothing’s really hit that mark yet. It’s really important to the whole Oculus team to get VR input right in the beginning and not deliver something that misses the mark.”

VRFocus will continue to follow the progress of the Oculus Rift closely, reporting back with any further updates.