Otter said:
Hmm, haven't had experience of any of those so can't really comment. What I will say though is that there is probably a huge range in quality of experiences on offer, different headsets/software will vary. A dedicated UI application by MS with hardware based AI/ML assistance will likely beat a generic VR game applicauin by quite a bit imo... But also maybe not. I'm just thinking out loud |
It's the lack of physical feedback that is the problem. It's no issue pressing the button, the issue is accidentally pressing buttons just moving your hands, like the Wii mote would interpret a back swing as the intended swing rather than pulling your hand back to make a forward swing.
Since there is no physical feedback you tend to stick your fingers / hand through the buttons, then when repositioning you end up activating other buttons.
Maybe it can improve with AI assistance, trying to distinguish intent from simply moving your hand / arm. For now the only way to measure intent is by pressing a physical button.
It's the same with 'VR controls' beyond buttons. Opening a door without feeling the door handle, always issues trying to open a locker door to stuff a corpse in lol. Reloading a gun, miming it out while waving your hands in thin air is not great. The more I play VR, the more I tend to avoid games with 'VR controls', preferring games with physical buttons to interact with the environment.
I don't know. I've played hundreds of VR games all with their own UIs, point and click method with a steady menu works best. Minority report style interface sucks in reality. Maybe with added mind control it could work, but then you need to wear something on your head again :/
Perhaps a new Kinect can be accurate enough you can point your index finger at the UI and move your thumb to click, thumb being the mouse button. It's just very hard to replace the accuracy and speed of a mouse with multiple buttons. But easier to replace a controller. Point and click is very hard to improve on!







