Yaw2 Motion Simulator Chair Garners Over $2.7M on Kickstarter

Following the original Yaw motion simulator chair in 2018, which garnered Yaw VR over $200,000 on Kickstarter funding, Yaw VR returned to the crowdfunding platform to bring Yaw2 to life, a less compact, but decidedly more advanced motion simulator chair. The startup’s latest campaign is now over, and it’s garnered over $2.7 million backers eagerly awaiting the consumer-focused motion chair.

Update (June 8th, 2021): In the week since we last reported, Yaw2 has seen a substantial surge in backers, bringing its overall funds to over $2.7 million.  Surprisingly, over $200,000 was pledged in the last few hours of that campaign, or around the total amount attracted in the entirety of its 2018 campaign.

Yaw VR has yet to announce direct pre-orders, which will be available at some point via its website.


Update (June 1st, 2021): Yaw2 just got over the $2 million mark today, which unlocks the campaign’s highest-projected stretch goal. Now, backers will get side support rails with their Yaw2 chairs, which will allow users to mount handbrakes, gear shifters or other accessories.

Two weeks ago the project was at $1.5 million, so there’s no telling how much higher it can go in the remaining time. The campaign comes to an official close on June 7th, so we’ll be keeping our eyes peeled for further stretch goals.

Original Article (May 5th, 2021): Yaw2 is being billed as a ‘consumer-grade’ motion simulator, and that isn’t such a big stretch on the lower end of the cheapest remaining funding tier, which costs $1,090. That tier doesn’t include the actual chair bit, or modular ‘yaw platform’ which lets you swivel 360 degrees though. Still, the hardware platform seems to have struck a chord with simulator diehards, prosumers and arcades alike when it launched late last month on Kickstarter. At that time, that model was offered as cheap as $790.

Now Yaw2 has already exploded past the initial funding goal of $100,000, having broken the $1 million mark in the first week since its April 23rd launch. It’s not showing any signs of stopping either. Yaw2 has garnered nearly $1,150,000 with a little over a month left to go before the campaign’s close.

In comparison to the original 2018 version, which features 3DOF motion and a pretty compact seat that fits snuggly inside a spherical dome, Yaw2 seems to be a much more conventional motion platform thanks to its larger footprint, adjustable desk, and ability to integrate your own chair.

If you want the most basic version of Yaw2 with 3DOF movement, which includes a modular ‘yaw platform’ for 360-degree swiveling, you’ll need to pony up $2,020 $1,470, which decidedly puts it right on the edge of the consumer category. That too doesn’t come with the seat portion itself, which you can either add yourself, or buy direct from Yaw VR for an additional $75 – $100 depending on how quick you are with your wallet.

Image courtesy Yaw VR

The company says Yaw2 is compatible with all major VR headsets, including Oculus Quest, PSVR, and SteamVR-compatible headsets. Although many game engines offer motion simulator support, the game itself should have support baked in. Yaw VR is boasting many games with native motion simulator support, some of which include Elite Dangerous, Dirt Rally 2.0, Project Cars 2, MS Flight Simulator, and Fly Inside to name a few.

All versions are slated to ship in September 2021, which also includes both pro and arcade versions with higher wattage output and stronger motors. Check out the Yaw2 Kickstarter for the full technical specs.

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Tundra Tracker Passes $1.1M in Funding with 1 Month Left in Kickstarter

Tundra Tracker, the SteamVR-based tracker in development by Tundra Labs, exploded past its Kickstarter goal in less than 24 hours, securing the company well beyond the $250,000 it initially hoped for back at its late-March launch. The company has now made it well past the $1 million mark with one month remaining in the campaign.

Update (April 28th, 2021): Tundra Tracker previously inched past the $1 million mark on April 10th. In the meantime, Tundra Tracker has managed to push forward, albeit at a slower pace, and secure around $1,175,000 in Kickstarter funds.

Tundra Labs says in a recent update that, due to current issues in the supply chain, it will be limiting sales of trackers during the Kickstarter.

“You may have read about the crushing supply limitations that exist in the electronics industry right now,” says Luke Beno, founder of Tundra Labs. “This means that there is an upper limit to the number of Tundra Trackers that we think can produce by the dates discussed in this campaign.  We have not reached this limit yet but want to be upfront with the community that there does need to be a limit.”

All funding tiers, save the $300 Early Bird bundle, are still available through the campaign, which you can find here.


Update (April 6th, 2021): At the time of this writing, Tundra Labs has secured $932,525, and is rapidly approaching $1M. The campaign still has 52 days to go, so there’s no telling how high it may go.

With the funds, the team has also announced it’s hired long-time VR developer Olivier JT, who will help manage the day-to-day in Europe. Tundra collaborator Jason Leong is also currently traveling to Asia from the company’s Wisconsin base to oversee production of both the developer and production versions of the tracker.

Original Article (March 30th, 2021): Backers of the Tundra Tracker Kickstarter today showed strong demand for a SteamVR Tracking compatible tracker that aims to be smaller and cheaper than the market incumbent, the Vive Tracker.

The initial $250,000 goal was crushed within hours of the Kickstarter campaign’s launch, and as of writing the project has exceeded $600,000. At present, the funds are from some 1,570 individual backers who backed tiers ranging from $42 to $630.

While the vast majority of backers so far have chosen the 3x Tundra Tracker bundle (67%), a surprising number of backers went for the largest 7x Tundra Tracker bundle (17%).

Ostensibly many users will be using the trackers for body-tracking in VR; with three trackers that typically means adding tracking points to the feet and waist (in addition to tracking of the head and hands provided by a VR headset). Seven trackers can enable even more accurate body-tracking by tracking the movement of feet, knees, elbows, and the waist.

The majority of the product’s tiers include “basic” elastic straps for attaching the trackers to the body, as well as a storage case. The Kickstarter versions of the trackers also include two base plates which offer different mounting options: a 1/4 tripod screw, or a strap loop.

Image courtesy Tundra Labs

Tundra Labs expects the earliest Tundra Trackers to be delivered to ‘early bird’ backers beginning in July, while the remainder are expected in September. The campaign currently doesn’t have any listed stretch goals.

As the only other SteamVR Tracking tracker on the market, the Tundra Tracker is naturally directly compared to the HTC Vive Tracker 2.0 and recently released Vive Tracker 3.0. The pricing comparison is broken down here:

Tracker Count Tundra Tracker Vive Tracker 2.0 Vive Tracker 3.0
1x $130 $100 $130
3x $300 $300 $390
5x $460 $500 $650
7x $630 $700 $910

For more on how the Tundra Tracker and Vive Tracker compare from a price and feature standpoint, so our previous article.

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Cybershoes for Quest Triples Kickstarter Goal With Over $98,000 Raised

The Kickstarter campaign for Cybershoes for Quest has now concluded after reaching over triple its original goal by raising $98,420.

Last month I wrote some quick impressions of my time with Cybershoes for Quest. During the Kickstarter campaign the creators sent out demo units to press and content creators to check out and I must admit it works better than expected. In terms of effectiveness and reliability for controlling movement in a game, yes, Cybershoes work well. I just wasn’t sold on the use cases versus actually moving around the room using a wireless, standalone headset like Quest 2 — unless it’s necessary for a disability or comfort reason.

But it seems like they’ve certainly found their audience. The Kickstarter goal was only listed at $30,000, but they hit that mark within 12 hours of the page going live. Now that the dust has settled, they’ve managed to gather up over $98,000 which is more than triple the original goal.

Backer tiers were separated by those that already have the PC version of Cybershoes as opposed to those that don’t have any gear at the moment. If you just want the Quest receiver to use your existing shoes, it was only $50. To get the full setup though, it costs at least $300 which includes the carpet pad, spinning chair, receiver, shoes, and everything else you need.

According to the timeline published on the Kickstarter page, delivery to backers is estimated for April 2021. Since the company has previously shipped their first iteration of Cybershoes and already sent units to press and content creators like myself, I’d expect this to be a realistic estimate since they’ve done this before. However, keep in mind that it’s not guaranteed.

Since the Kickstarter managed to surpass $90,000 a “Hidden” Stretch Goal was unlocked, but they haven’t revealed what that will be just yet.

Were you one of the 470 backers that brought Cybershoes for Quest to life? Let us know down in the comments below!

Crowdfunded Off-Ear Speakers ‘VR Ears’ Delayed Until Summer 2021

VR Ears was successfully crowdfunded back in May, garnering nearly $200,000 over the course of its month-long Kickstarter campaign. Now the developers Rebuff Reality say its off-ear speaker accessory for VR headsets will ship out a few months later than previously planned.

The project’s Kickstarter says VR Ears offers “high performance audio” via its premium off-ear speakers and built-in Digital Amplifier and Signal Processor.

Featuring a clip-on design, it also supports a wide array of devices including Oculus Rift, Rift S, Oculus Quest, Quest 2, HTC Vive, Vive Pro, Vive Cosmos, PSVR, Valve Index, and Pimax 8K’s rigid headstrap variant.

VR Ears was slated to start shipping in December of this year, however now the Miami-based team says it will officially begin shipping on July 15th, 2021.

The creators cite difficulties making hardware improvements during the global supply chain disruption caused by the COVID-19 pandemic.

Here’s the full statement to Kickstarter backers from Rebuff Reality:

Hi VR Ears Backers,

We have had a long journey this year making a ton of improvements to the design and audio performance of VR Ears, while at the same time dealing with the impact COVID-19 has had on the global supply chain. We are finally ready to begin the tooling process and release a firm shipment date. VR Ears will ship July 15, 2021, with full support for Oculus Quest 2, forward compatibility for all leading VR headsets, and standalone with our HeadStrap accessory.

We know this is not what you were hoping for, we feel the same way. All the funds we’ve gathered have been put to good use improving the product in the best way possible. We take to heart all the support the community has given us this year, just as we have done for TrackStrap, VR Power, VR Shell, and all our other products. VR Ears will be simply awesome. After using VR Ears, you won’t know how you lived without them, and won’t be able to go back to anything else.

Stay tuned for more updates as the tooling and validation process moves forward.

Rebuff Your Reality,

Joe Sciacchetano

Founder and CEO

It’s important to note that the tooling and validations processes come with their own challenges, so it’s slightly puzzling how Rebuff Reality can give such a precise release date this far ahead of having the final product in hand.

Granted, the company has prior experience in manufacturing, as it offers a line of products such as VR Power, an external battery pack and counterweight for Quest and Quest 2, and VR Shell, an exterior faceplate protector for the original Quest. Still, it would have been a nice accessory for some VR users hoping to upgrade to an audio system similar to what Valve Index features natively.

For latecomers to the Kickstarter, Rebuff Reality has an IndieGogo currently taking pre-orders. Early Bird tiers are still available at a 40% discount off its $150 MSRP, which comes to $89 (€75) for a pair of VR Ears and a single set of clips.

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‘Ilysia VR’ MMO Kickstarter Doubles Funding Goal with a Few Days Left

Ilysia is an upcoming VR MMO that hit Kickstarter earlier this month with a modest budget of $60,000. It seems developers Team 21 Studio have struck a chord with the VR community, as the Sword Art Online-style MMORPG has recently doubled its funding goal with only a few days remaining in the campaign.

Creating an MMO for VR is a tall order, however Team 21 Studio is hoping to bring their ambitious project to life on all major VR headsets, including PC VR, Oculus Quest, and PlayStation VR. The game is expected to release to backers sometime in 2021.

The funding campaign is set to end on October 4th, but it’s already unlocked a number of stretch goals along the way, including additional starting races, multi-user mounts, additional starting zones, a pet & mount breeding system, and full-body tracking support.

Here’s how the studio describes Ilysia:

In Ilysia, players will travel alongside one another or embark on solo journeys as they quest, fight, grow, and explore a multitude of unique areas with their own set of challenges throughout their adventures. These zones will present an increasing challenge of monsters, quests, dungeons, world bosses, caves, and large outdoor cities, all waiting to be explored, conquered, and to have their secrets revealed. Live the wonder, excitement, and glory days of MMOs like never before, in truly immersive VR.

Ilysia is said to allow players to explore each area without limits, letting you climb rocks and trees, explore caves, discover secrets and treasures distinctive to each area which include things like unique armors, weapons, and items that the player can then use or sell.

According to Team 21 Studio, there’s also plenty of beasts, world bosses, and both megalithic ‘Guardians’ and ‘Titans’ to contend with, which can be done via both melee and ranged weapons. PvP combat in Ilysia will be entirely optional for players, the studio says.

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Players will be able to pick a number of different humanoid races such as Humans, Elves, Dwarves and the possibility of animalistic races in the future too. There’s no rigid class system to speak of, as leveling is done through the game’s 24 skill trees, which lets you pick up any weapon or activity and level up with that specific skill.

If you want to learn more about Ilysia, check out the game’s Kickstarter campaign for a wealth of information surrounding the game’s finer points. We haven’t gone hands-on with the pre-alpha yet, which was available at the start of the campaign, but if you want to see some of Ilysia in action, check out YouTuber ‘Matteo331’ for an insider look at the pre-alpha.

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VR Giants Seeks a Helping Hand as Kickstarter Begins

VR Giants

Crowd-funding can be a vital avenue for indie developers hoping to realize their creative vision, whether they’re aiming for the big bucks or a goal which is a little more modest. When it comes to new Kickstarter campaign VR Giants the latter is in effect.

VR Giants

Solo developer Wolfgang Tschauko is looking to raise €10,000 EUR to help polish the project he’s been working on for the past three years. VR Giants is a local co-op experience where a VR player becomes the giant and a non-VR player controls the pint-sized David via a PC monitor.

Gameplay involves soling puzzles together, the goal being to collect coins scattered around the level to open the next stage. David is able to wander around the environment freely with only a very basic jump mechanic, whilst the giant is tethered to points yet able to easily pick up useful items such as wooden planks to facilitate David’s traversal across more difficult terrain.

The core mechanics of VR Giants are already in place so Tschauko wants to use the funding to help improve the overall experience, enhancing the graphics and sound by creating a team to work on the project. He notes on the campaign page that the low funding target is because the Austrian government will double whatever he manages to raise.

VR Giants

The campaign is already off to a good start having raised a quarter of its goal on the first day. A limited super early bird tier has already sold out so the cheapest way to get a copy is via the €19 (£18 GBP) tier. As is the Kickstarter way, send more money and you’ll get more goodies.

Supporting PC VR headsets like Oculus Rift, Valve Index, HTC Vive and Windows Mixed Reality, there’s a free demo so you can try VR Giants before dropping any cash. Or take a look at VRFocus’ preview for more info.

As the campaign continues, VRFocus will update you on its progress.

Co-op Puzzle-Platformer VR Giants to Launch Kickstarter Next Week

VR Giants

Everyone loves a co-op videogame, especially when it’s local with a mate or two. Titles like The Angry Birds Movie 2: VR Under Pressure and Carly and the Reaperman – Escape from the Underworld are great examples of this. Soon this genre will see another enter the fold, VR Giants, as the indie developer behind the project will be launching a Kickstarter crowd-funding campaign to help finish the videogame.

VR Giants

VR Giants is the work of solo developer Wolfgang Tschauko who has been working on the title for three years. Having already taken it to several festivals over the years and winning awards (won “Best Concept” ReVersed Festival, Vienna, 2017 & “Innovation in Games” LUDICIOUS Zurich Game Festival, Zurich 2019) Tschauko now wants to complete VR Giants by building a team.

Played locally on one PC, in VR Giants the VR player controls the Goliath who can build bridges with its hands or grab environmental objects to help David (the PC player) navigate the levels, protecting him where necessary.

As a dwarf, David is highly vulnerable to dangers like fire and spikes but only he can collect the coins and keys required to complete each level. Goliath, on the other hand, has no such worries. However, the giant can only be summoned by David to a new area with movement limited to that specific location.

VR Giants

Currently, in an Alpha state, the Kickstarter is: “mostly to fund an artist to help with the current work-in-progress visuals of the title,” said Tschauko in an email to VRFocus. As three years of work have already gone into VR Giants the gameplay already looks well developed but don’t take VRFocus’ word for it. When the campaign launches you’ll be able to play a free demo featuring a single level.

The VR Giants Kickstarter will officially launch on 14th July 2020 with the current plan to release the videogame via Steam in 2021. As further details regarding the Kickstarter campaign are made available, VRFocus will let you know.

Kat VR Announces Kickstarter for At-home VR Treadmill ‘KAT WALK C’

Kat VR, the China-based company known for kickstarting its original Kat Walk VR treadmill in 2015, is once again returning to the crowdfunding platform to launch a new product later this month, this time serving up a VR treadmill called ‘Kat Walk C’ that promises to appeal to at-home consumers.

Kat Walk C appears to be a slimmed-down version of the company’s 2018-era Kat Walk Mini treadmill, offering its signature low-friction parabola and equally slippy footwear, making for a slick surface that simulates walking whilst in VR.

A rear-mounted vertical harness lets you stand and crouch, and keeps you in place while walking, running, or strafing, the company says.

Kat VR says its latest VR treadmill offers what it calls “natural walking posture support,” which if true would be a notable achievement. VR treadmills take time to get used to; the low-friction parabola in conjunction with IMU-based shoe trackers can feel more like pushing yourself through a virtual scene than simply walking normally.

Like its other enterprise-focused VR treadmills, Kat VR says it’s designed Kat Walk C as an “independent controller”, allowing it to work with any SteamVR game with free locomotion on major VR headsets such as Oculus Rift, HTC Vive, Pimax, and Windows VR. The device is also said to be compatible with Oculus Quest via Link, and with PSVR via an additional adapter.

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Hands-on: 'Kat Walk' Proves That VR Treadmills Are Getting Better, but Still Aren't Perfect

The Kat Walk C campaign is slated to arrive sometime in late June; early-bird prices are set to start at $700 + delivery fees. There’s no word on what price Kat Walk C will hit once the early bird tiers are all gone though, or what the final MSRP will be when all is said and done.

In any case, it’s encouraging to see Kat VR offering up a more reasonable price point that consumers (or rather prosumers) might actually afford. In 2018, Kat Walk Mini was originally supposed to hit what the company called at the time an “affordable” price point, however the device was revealed to cost $1,500 at its cheapest, and that was with the 50% discount for early bird customers. Kat Walk Mini was subsequently pulled from the crowdfunding platform due to the company securing outside funding.

We’ll be putting out a more in-depth article on the upcoming Kat Walk C Kickstarter campaign, so make sure to check back for more soon.

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VR Ears Kickstarter Nears $200K in Last Week for Enhanced Audio on Quest, Rift S, & More

Rebuff Reality has taken its latest VR accessory, VR Ears, to Kickstarter with the hopes of bringing an enhanced audio solution to all major headsets, including those with sub-par or no integrated audio like PSVR, Quest, and Rift S. In its final week, the project is well past its goal as it closes in on $200,000.

Update (May 15th, 2020): In its last week on Kickstarter, the VR Ears crowdfunding campaign has raised $181,000. While the project has blasted past its $30,000 goal and may well reach around $200,000 by the end, it will likely fall short of the next stretch goal at $250,000.

Still, the overwhelming success of the campaign shows the demand for better audio on headsets which either have sub-par audio solutions (like Rift S and Quest) or those which have no integrated audio at all (like PSVR).

It remains to be seen how well the VR Ears will actually perform in the audio department, but we’ll be looking forward to testing them once they become available.


Update (May 5th, 2020): The VR Ears Kickstarter has reached $155,000, or 518% of its $30,000 goal. Though the project is well funded, the next stretch goal (a 30% discount voucher for a carrying case) is still a fair distance away at $250,000. With 16 days left though, it’s not out of the question that the campaign gets there.


Update (April 27th, 2020): The VR Ears Kickstarter has more than quadrupled its $30,000 goal, now with just over $125,000 pledged by backers of the project, with more than three weeks remaining in the campaign.

The campaign met its first stretch goal at $100,000, unlocking a 30% discount voucher for VR Ears headstrap (which allows the accessory to be used like a regular pair of headphones without a VR headset). The headstrap will cost $30 before discount.


Update (April 22nd, 2020): The VR Ears Kickstarter has more than doubled its $30,000 funding goal right out of the gate. With 28 days remaining of a 30 day campaign, the project is 247% funded with $75,000 pledged and rapidly approaching its first stretch goal at $100,000 (see below update listing all stretch goals).

757 backers have bought into the project so far. The $80 ‘Super Early Bird’ tier has sold out all 500 units. The $90 ‘Early Bird’ tier has sold 218 of 2,000 units. If that tier sells out, this will leave only the uncapped $100 ‘Kickstarter Special’ tier (and above).

See the original article below for more background on VR Ears and the Kickstarter project.


Update (April 21st, 2020): The VR Ears Kickstarter launched today, aiming to bring an ‘off-ear’ headphone accessory to many major VR headsets. The company behind the project, Rebuff Reality, is aiming to raise $30,000. The company has confirmed that the off-ear headphones will support Rift CV1, Rift S, Quest, original Vive (only with DAS), Vive Pro, Vive Cosmos, PSVR, Valve Index, and Pimax headsets which use the rigid head-mount.

Prices for the clip-on audio accessory start at $80 for the first 500 backers, $90 for the next 3,000, and $100 thereafter. Rebuff Reality says that after the Kickstarter the headphones will retail for $150. The company expects the $80 batch to ship starting in November and the $90 and $100 batches expected in December.

The VR Ears headstrap, which allows the headphones to double as a normal pair of headphones without attaching to a VR headset, looks to be available after the Kickstarter as an additional accessory.

Just a few hours after the campaign launched, the VR Ears Kickstarter has already reached 70% of its goal. With 29 days remaining in the campaign, it seems certain to succeed. Rebuff Reality seems confident too, as it has already outlined stretch goals far exceeding the initial $30,000 goal:

  • $100,000 – 30% discount voucher for VR Ears headstrap accessory
  • $250,000 – 30% discount voucher for VR Ears carrying case
  • $500,000 – 30% discount voucher for 5ft charging cable
  • $750,000 – 30% discount voucher for VR Ear boom mic accessory
  • $1,000,000 – All of the above accessories included for free with any Kickstarter purchase of VR Ears

The original article, which explores the audio landscape of VR headsets and the ‘off-ear’ approach to headset audio, continues below.

Original Article (April 17th, 2020): Since the consumer VR industry kicked off in 2016, more and more headsets are heading toward integrated audio solutions. While the original Vive and PSVR launched without any on-board audio (expecting the user to plug in included earbuds, or their own headphones), both have since made moves to rectify that. HTC launched the Vive Deluxe Audio Strap (AKA DAS) which improved the fit of the headset and added on-board audio, while an updated version of PSVR eventually added more convenient earbuds.

The latest headsets from Oculus—the Go, Quest, and Rift S—all have speakers hidden inside their headstraps. While this is convenient because there’s no headphones to get in the way when putting the headset on, all three leave us wishing for better quality and positional audio accuracy, both of which bring big boosts to immersion.

Valve’s Index headset seems to have found an ideal solution; its ‘off-ear’ audio design means the headphones aren’t in the way when putting the headset on, but at the same time they offer excellent audio quality with high volume and great positional accuracy.

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Index's 'Off-ear' Headphones Are Its Most Surprising Innovation

VR Ears is a third-party audio accessory aiming to emulate the Index off-ear audio design and bring it to pretty much any VR headset out there thanks to a clip-on approach. The company hasn’t said exactly which headsets it will support, but it has teased compatibility with PSVR, Vive DAS, Rift S, Quest, Pimax, and it can even be used as a standard pair of headphones without a VR headset.

Rebuff Reality, the company behind several other VR accessories, is bringing VR Ears to Kickstarter on April 21st, starting at 10AM PT (you local time here). The company hasn’t yet announced how much they hope to raise for the product, or the expected shipping timeline, but that will be made clear when the Kickstarter launches next week.

Despite emulating the off-ear audio design of Index, there’s no telling what kind of quality VR Ears will bring to the table. Valve invested substantial time into developing the headphones for Index—including the use of some novel drivers that VR Ears are unlikely using—so we’ll be interested to see what the final product ends up sounding like.

Either way, VR Ears has the potential to substantially improve both volume and positional audio accuracy over the likes of Go, Quest, and Rift S, thanks to the use of much larger drivers and the ability to position the speakers directly adjacent to the ear.

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etee VR Controller Hits Kickstarter Goal, Demos Compatibility With Half-Life: Alyx

At the beginning of the month, TG0 launched a Kickstarter crowd-funding campaign for its new finger tracking controller, the etee. In less than two weeks the goal of raising £45,900 GBP has been achieved and now the team is eyeing up the first stretch goal. And to show etee’s SteamVR compatibility TG0 has released a couple of videos playing Half-Life: Alyx.

TG0 etee controller

TG0 has two versions of the etee controller available to back, the 3 degrees of freedom (3DoF) edition designed for developers and the SteamVR 6DoF model which was the whole reason for the Kickstarter in the first place. With the campaign now sat at £47,644 the next goal to hit is £60,000 which will see TG0 release the step file, allowing the community to freely modify and build custom handles for the controller. Subsequent stretch goals will be unveiled as each one is achieved.

As for the Half-Life: Alyx videos the company has released two showcasing gameplay using etee. At the moment, because the SteamVR versions haven’t been built yet TG0 is using the 3DoF etee’s with Vive Trackers for a full range of movement. The thumbpad is used to teleport around the environments whilst the full finger capability means you can grab items just as you would with a Valve Index controller.

The controllers themselves feature a buttonless design, with a trackpad for your thumb at the top as well as the ‘menu button’ – more of an illuminating sensor – plus TG0’s tactile interface wrapped around the main body. This provides fully finger tracked input for each digit plus the ability to sense pressure.

etee vs vive

The early bird funding tier priced at £239 for the etee SteamVR version has now sold out, so new backers will have to pay the standard Kickstarter price of £259. Or there’s always the etee SteamVR Ghost edition with a translucent body for £349. Now that the campaign has set out what it wanted to achieve delivery of the controllers is expected to take place beginning December 2020.

With 26 days to go on the Kickstarter campaign, there’s plenty of time for etee to reach those stretch goals. As and when those happen, VRFocus will let you know.