Edited and produced by Jennifer Hahn. (video link)
After years of development kits and prototype demos, Oculus finally launched the first consumer version of its Rift VR headset in March. But even as a real product that people could purchase, the first consumer version of the Rift was incomplete when it launched. That's because, unlike competing high-end VR headsets like the HTC Vive and PlayStation VR, the Oculus Rift didn't have an integrated method to track your hands in virtual space.
To be sure, you can do plenty of fun things in virtual reality with the kind of standard, handheld, button-based controller that's been guiding games on 2D screens for decades. But when you're confronted with a stereoscopic 3D world that entirely surrounds you, as happens in the Rift headset, your first instinct is to reach out and touch the things in that world. As we noted with disappointment in our initial review of the Rift, without hand-tracking controllers, "this brave new display technology is a strictly 'look, don't touch” affair.'"
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from Oculus Touch controller review: Let your fingers do the grabbing
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