Exclusive: Cloudhead Games Goes In-depth with Knuckles EV2 & Predecessors

It’s hard to believe that it’s been almost two years since the SteamVR Knuckles controllers were first revealed using a demo of our game, Call of the Starseed (2016), at Steam Devs Days 2016. Now, at the reveal of Knuckles EV2 this summer, we’ve got a whole bunch more to talk about.

Guest Article by Denny Unger

Denny is the CEO and Creative Director of Cloudhead Games. As a VR Pioneer he has spearheaded two critically acclaimed and award-winning VR experiences with The Gallery – EP1: Call of the Starseed and EP2: Heart of the Emberstone. Working closely with VR hardware leaders in the space, including Valve, HTC, and Oculus, Cloudhead Games continues to innovate, inform, and entertain.

If you’re just getting into VR, or you haven’t heard of the term ‘Knuckles’ outside of VRChat (2017), the SteamVR Knuckles is the first modern non-glove VR controller to support five-finger tracking. While Oculus Touch is known to have capacitive sensors (capsense) for the thumb and index fingers, Knuckles controllers give users tracking of all five fingers using capsense on the triggers, face buttons, and the bases of controllers. These new inputs create a more natural representation of a user’s hands in VR, and they open the door to new gameplay possibilities.

While finger tracking has many exciting implications on its own, one of the most important innovations with Knuckles is its ‘open-handed hold.’ You can fasten the controller to your hand and then let go of your grip without dropping it—you can ‘hold’ it without actually holding it.

Image courtesy Cloudhead Games

The first Knuckles prototype we received was diminutive in size compared to the EV2 we have today. The strapping mechanism was a crazy velcro wrap that you would slip into like a fingerless glove and then tighten around the palm. The controller itself was about the size of a desktop mouse with a deeply scalloped trackpad. That first prototype was an early kit for evaluation and feedback, and we wouldn’t see changes to Knuckles for nearly nine months.

The second pair of Knuckles we received (called Knuckles 1.3) focused mostly on ergonomics. We saw the velcro strap replaced by a pull-cord brace that tightened against the back of the hand instead of around the the palm; you could now slip the controller on and tighten it within a few seconds. Both the base and the sensor bar were longer for variable hand sizes and improved tracking.

But some of the biggest changes since the controller’s initial reveal came last week with Knuckles EV2.

The first thing to notice on EV2 is a completely redesigned controller face. The scalloped trackpad has gone wayward in favour of a touchstrip. The base of the controller now has grip/pressure sensitivity in addition to capsense. The redesign of the face buttons and introduction of thumbsticks align more closely with the control layout on Touch, which will make it easier to create common control schemes across platforms.

I think part of the rationale for moving from the trackpad to the thumbstick / touchstrip combo is that most trackpad interactions in VR were swiping motions rather than utilization of the full area of the pad. The new touchstrip offers the same functionality as the trackpad (lateral x-axis movement is there in a smaller footprint), plus pressure sensitivity for the thumb.

Image courtesy Cloudhead Games

As well as some major changes to input, there are also some important ergonomic changes going on in EV2. The new strap in particular is really smart; it has a push-pivot point along the top circumference so you can move it forward and back to help get ideal hand placement for the capsense. It also features a rotational pivot to seat the strap comfortably on the back of your hand; and a material change from flat-padding to a nice gripped fabric that’s much more comfortable over long periods of use—and it makes perspiration a lot less noticeable during your Beat Saber (2018) sessions.

Image courtesy Cloudhead Games

One of the more subtle changes to the hardware over time is the way in which the trigger buttons now interface with the handle of the controllers at a very slight curve. With previous iterations that curve was more dramatic, and in VR your brain had a tough time rectifying the gap between your trigger finger and the rest of your fingers. That gap has since been massaged to the point that your perception of finger separation in VR feels normalized.

Knuckles EV2 is a pretty radical shift for users coming from the Vive wands or even Oculus Touch. Vive users will find that teleportation and free locomotion is a much more comfortable experience with thumbsticks than with the old trackpad.

SEE ALSO
Cloudhead Games – Lessons Learned From Five Years of VR Locomotion Experiments

One question we get a lot is whether we prefer Touch or Knuckles, and the simple answer is that it’s not fair to compare them.

Touch comes from an Xbox origin with a goal to emulate the traditional mapping of a gamepad, while also introducing the concept of basic finger tracking. Knuckles is a next-gen solution with the goal of removing the abstractions of holding a gamepad or thinking about hand poses. These controllers are two different approaches built at two different times, and both companies have the right idea—using fingers and hands in a more intuitive way is the future of VR.

Which leads to another question: is Knuckles truly next-gen VR?

My answer is “absolutely.” I can interact in an open-handed manner with my environment; all of my fingers are unobstructed; and I don’t have to think about any hand poses, my hands just do what comes naturally. And when I need something in my hand, a controller is still there. If I grip an object or a gun, or do any other gross interaction in the environment, there is always something to meet my hand with haptics and pressure and tactility.

Obviously Knuckles is not the final step for VR input. Looking further into the future at the next four to five years, a lot of work is being done to provide exoskeleton inputs and per-finger haptics. But to get there with any success, we need to start here with hardware and software that enables developers to create new interactions with the entire hand considered.

Knuckles EV2 is a next-generation step toward whatever that future may be, and we’re so excited to be building our next VR experience toward that future too.

The post Exclusive: Cloudhead Games Goes In-depth with Knuckles EV2 & Predecessors appeared first on Road to VR.

Valve Shipping Knuckles to “Hundreds” of Developers, Mass Production Could Be Next

Alongside the reveal of the revamped Knuckles controllers that Valve shared last week, third party developers have confirmed they’ve begun receiving the new EV2 version of the controller. Valve says that “soon, hundreds of developers will get their hands on developer kits and begin experimenting,” and the company is inviting more developers to join the Knuckles dev kit program. Along with the clearly matured design shown off in Knuckles EV2, the quantity of controllers being shipped out to developers suggests that Valve has begun manufacturing small batches, possibly in preparation for a broader rollout.

Knuckles EV2 is the latest iteration of Valve’s in-development VR controller. The company first revealed the hardware project all the way back in 2016, and since then the device has come a long way. The EV2’s design is sleeker and more functional than its predecessors. Visually speaking, it looks much closer to a finished product, especially now that the SteamVR Tracking sensors have been hidden under the plastic. The input module, which contains the thumbstick, track button, and buttons, looks to be a singular unit which could drop directly into the circular opening in the housing of the controller—very similar to the consumer version of the Touch controllers—suggesting a more manufacturing-ready design than previous iterations. The hand strap is even said to be made from an “easy-to-clean anti-microbial material,” and has a fashionable heathered look to boot.

Image courtesy Valve

Speaking to Ars Technica, Valve’s Doug Lombardi suggested that the current version of Knuckles could even be the final design.

“Iteration is a big deal at Valve. So, we will definitely be making updates based on feedback. Whether that happens in the software or the physical hardware may vary depending on what we hear from the dev community.” When asked about consumer availability of the controllers, he told Ars, “more information will be made available soon.”

Image courtesy @AntonHand

Valve says that Knuckles EV2 is shipping to hundreds of developers, and is welcoming more to request dev kits of their own by signing up on the Steam Partner page—”Log in and look for ‘VR Developer Kit Request’ along the right side of the page,” the company writes. Following the EV2 reveal, Alden Kroll, who is involved in developer outreach at Valve, said today that the company is “trying to meet more VR game developers in the Seattle and Puget Sound area.”

Putting Knuckles in the hands of “hundreds” of developers means two individual controllers for each, so at a minimum the company is manufacturing 200+ devices, which means it’s quite unlikely that they’re relying on much hand-building at this point. Valve has shown its affinity for automated hardware manufacturing, and while it seems unlikely that they’ve gone that far just yet, the production of hundreds of dev kits suggests that they’ve moved to small batch manufacturing as they tune the process for larger production runs, especially considering the need to support an influx of developers who will need additional controllers when hardware issues arise.

SEE ALSO
Valve's New Site Affirms Role of VR in Company's Future, Teases "Top secret" Games

Taken together, the latest info on Knuckles suggests that the controllers could be ready for mass production as early as this year, but that may not be the only factor in when they come to market. Valve has heavily hinted that the three VR games the company is building have been developed in conjunction with the development of Knuckles, and it’s quite possible that the release of their first major VR title will be tied to the release of Knuckles. Valve tends to follow a ‘done when it’s done’ approach, so we’ll have to wait to see what factor Valve Time plays in the project.

The post Valve Shipping Knuckles to “Hundreds” of Developers, Mass Production Could Be Next appeared first on Road to VR.

Valve Announces ‘Skeletal Input’ to Give SteamVR Apps More Lifelike Hands Moving Forward

Accompanying the news that Valve has made a critical redesign of its ‘Knuckles’ motion controller, the company also recently released a new input system in beta that not only aims to create lifelike hands, but make them accessible to all SteamVR app developers.

There’s a few ways current VR controllers can be used to estimate where a user’s fingers are at any given moment; integrated touchpads, button presses, or resting fingers on integrated capacitive sensors, which can sense when a finger or palm is touching a part of the controller or not—all of these data points can be translated into hand models with varying degrees of success.

With Valve’s new input system, dubbed SteamVR Skeletal Input, the company is essentially giving app developers a ready-made set of lifelike skeleton-based hand animations that support a number of existent controllers: Vive controllers, Oculus Touch, and the new Knuckles EV2 design. More importantly though, Valve is putting the onus on hardware manufacturers to add support for the Skeletal Input system to their new controllers, and not the individual app developer.

This comes as a big next step following Valve’s recently released SteamVR Input system, which lets users remap button configurations and allows developers to more easily support existing and future controllers. Knuckles EV2, for example, not only contains a touchpad, a joystick, trigger and buttons, and a number of capacitive sensing areas, but also a new force sensor, which detects actual grip force, and a track button which also has a force sensor.

Valve says in a blogpost that the system its providing two basic possibilities for hand animations: one for a more accurate controller-in-hand animation, and another where hands are empty and a controller isn’t being rendered in-app. Check out the examples below of what the Knuckles EV2 looks like with and without the controller.

 

Valve’s new SteamVR Skeletal Input system will also lets app devs mashup their own hand animations with the predefined examples by using one of the other in any given moment, giving hands the full range of motion as needed.

Valve says a the full release is coming “soon,” and that currently only Unity developers can access the Skeletal Input API with the early release of the SteamVR Unity plugin. Documentation is now available on the OpenVR GitHub Wiki.

Valve’s emphasis on “skeletal input” over ‘hand input’ is an interesting word choice. While the system does indeed aim to replicate models based off a simulated skeletal structure of the hand, it’s easy to imagine the system continuing its growth alongside more sophisticated tracking hardware with more tracking points, eventually providing an entire skeletal model of the human body as a standard for app developers. Whatever the case may be, with Valve integrating Skeletal hand tracking and smooth animations at the core of SteamVR means we may at very least say goodbye to blocky, lifeless VR hands for good.

The post Valve Announces ‘Skeletal Input’ to Give SteamVR Apps More Lifelike Hands Moving Forward appeared first on Road to VR.

Valve Reveals Latest Knuckles Dev Kit & New ‘Moondust’ Tech Demo

Since announcing the ‘Knuckles’ controller prototype all the way back in 2016, Valve has been relatively quiet about its progress outside of a select group of developers who have been experimenting with early development kits. That changed this week as Valve offered up a major information dump, showcasing the latest Knuckles dev kit with a significant design overhaul, alongside a new tech demo designed to demonstrate what the controllers are capable of.

If you haven’t been following closely, let’s recap up to this point. While the HTC Vive shipped with its wand controllers back in 2016, Valve revealed later that year that it was developing a brand new VR controller, dubbed ‘Knuckles’, which aimed to make VR interactions more intuitive and immersive by rethinking how users should hold and interact with their input device. Though early indications suggested Valve was on a smart path with this new VR controller approach, it was apparently quite early in the development of the device, as its been a solid year and eight months since that initial reveal, with still no indication of when the controllers might come to market.

However, this week Valve made a major info dump on Knuckles, revealing the very latest dev kit, dubbed ‘EV2’, which brings big changes to prior prototypes while looking all around much closer to being a finished product. The company says “hundreds of developers” will soon have their hands on EV2 to begin experimenting with input and offering feedback for further improvements.

EV2’s most immediately apparent change is to its visible inputs. Earlier versions of Knuckles were built around the large trackpad paradigm that was central to the design of the original Vive controllers. EV2 on the other hand introduces a thumbstick and more centralized buttons, and significantly shrinks the trackpad down into what Valve is calling a ‘track button’: a smaller trackpad surface which rests between the stick and the buttons. From Valve’s latest posts on the new controllers, the decision to add a thumbstick appears to have been driven in a large part by feedback from developers—Oculus heard something similar when they made a large trackpad the primary input mechanism on early versions of the Santa Cruz controllers.

SEE ALSO
Valve's New Site Affirms Role of VR in Company's Future, Teases "Top secret" Games

But there’s more to EV2, both on the outside and under the hood. The outward appearance looks much more polished and closer to consumer-ready than previous versions of Knuckles, now with SteamVR Tracking sensors hidden completely under the controller’s housing. An ergonomic overhaul aims to fit a wider variety of hands (Valve says they’re targeting hand sizes between the 5th and 95th percentiles); along with a ‘tracking fin’ which offers more room, the strap which holds the controller to the hand has seen adjustments to its shape and now has an adjustment which lets users change the position of the top mounting point for a customized fit.

Image courtesy Valve

Beneath its exterior, EV2 still has plenty of newness. While previous versions of Knuckles used capacitive sensing to track the position of the user’s fingers along the grip of the controller, a new force sensor, which detects actual grip force, further enhances the controller’s ability to understand what a user’s hand is doing, and its ability to bring that information into the virtual world.

The track button also has a force sensor which, combined with haptics, can simulate the click of a button (whereas the original Vive controllers have a trackpad with an actual button click). The thumbstick and face buttons also have capacitive sensing, making it easy for the controller to know where the user’s fingers are at all times, and represent that information in the virtual world.

Valve says they’ve spent significant effort to fuse all of the sensing information from the controllers together to make it easier for developers to understand user intent, especially with regard to actions like picking up, dropping, and throwing objects. The company has devised a system which dynamically interprets sensor input to understand the difference, for example, between a user wanting to drop an object vs. simply relaxing their grip on it. Thanks to the strap design, Knuckles is made to allow users to fully release the controller for a natural throwing motion. Valve seems very proud of what they’ve been able to achieve with regard to intuitive input, calling EV2 “a new step in natural and precise VR interaction.”

To demonstrate what the controller can do, Valve created a new tech demo called Moondust. Set in the ‘Portal’ universe, Moondust is a playground for EV2, where users can experience the force sensor by grabbing and crushing moon rocks, use the new thumbstick by driving a remote controlled moon buggy, precisely assemble a space station, and get a feel for natural throwing by tossing grenades in the throwing range.

Moondust won’t work without Knuckles controllers, which makes sense considering it’s designed to help developers understand the capabilities of Knuckles EV2 as they begin to experiment with how the controllers could enhance their own content.

– – — – –

While there’s still no word on when Knuckles will launch to consumers, nor any indication of price, these latest details from Valve show a rapidly maturing device both in functionality and production readiness. And while we’d love to see them sooner rather than later, there’s a good argument to be made that they won’t debut until Valve is ready to launch one of their upcoming VR games, which may not happen for some time yet.

The post Valve Reveals Latest Knuckles Dev Kit & New ‘Moondust’ Tech Demo appeared first on Road to VR.

New Valve Knuckles Prototypes Add Thumbticks, Now Shipping To Devs

New Valve Knuckles Prototypes Add Thumbticks, Now Shipping To Devs

A new generation of the Valve Knuckles controllers are rolling out to developers with thumbsticks added on. The touchpad is reduced to a small strip on the updated controllers.

Among the changes:

  • Improved industrial design and ergonomics
  • Updated input set and layout
  • Improved strap fit and feel for more hand sizes
  • New sensors, enabling new interactions
  • Improved battery life, USB-C charging port
  • Added support for SteamVR Tracking 2.0

The new “force sensors can be used in conjunction with capacitive sensors to enable higher fidelity interactions. With these two sensors working together, we can detect the full range of the hand position – from completely open, to holding the controller lightly, to gripping it tightly. This helps us understand user intent and makes things like ‘pickup and throw’ with Knuckles EV2 much improved.”

Here are some videos showing the new controllers in action:

As part of the roll-out, a new tech demo called Moondust set in the Portal universe will be available to “hundreds” of developers receiving the new controller prototypes.

Tagged with:

The post New Valve Knuckles Prototypes Add Thumbticks, Now Shipping To Devs appeared first on UploadVR.

Pimax zeigt Controller mit Knuckles-Design und SteamVR 2.0 Support

Pimax, das Startup auf dessen VR-Brille derzeit gefühlt die halbe Welt wartet, hat heute einen neuen Controller vorgestellt, der mit dem SteamVR 2.0 Tracking kompatibel und an die Knuckles Controller von Valve angelehnt ist.

Pimax zeigt Controller mit Knuckles-Design und SteamVR 2.0 Support

Pimax Knuckles

Wie die Knuckles Controllern von Valve sind die Controller von Pimax so geschaffen, dass sie eure Hände fest umschließen. Zusätzlich kommen Sensoren zum Einsatz, die an fünf wichtigen Punkten erkennen, ob eure Hand geschlossen oder offen ist. Somit soll das Greifen, Halten und Werfen von Objekten in VR deutlich realistischer werden. Laut Pimax sei der Controller eine natürliche Verlängerung des eigenen Körpers, da alle Button sehr ergonomisch angeordnet seien.

“Bei der Entwicklung des neuen Pimax 8K Controllers haben wir genau auf die Bedürfnisse unserer globalen Gemeinschaft gehört, um einen innovativen neuen Controller zu entwickeln, der ein noch komfortableres und immersiveres VR-Erlebnis ermöglicht. Wir freuen uns auf eine enge Zusammenarbeit mit unserer Community” (Übersetzt mit DeepL), sagte Firmengründer und Vorstandsvorsitzender Robin Weng in einer Pressemitteilung.

Bleibt zu hoffen, dass Pimax auch bei der Entwicklung der 8K VR-Brille bald Fortschritte machen wird, denn gestern hatte das Start-up das Vorserienmodell M1 auf den Mai verschoben, da es noch Probleme mit den Linsen gäbe.

(Quelle: Road to VR)

Der Beitrag Pimax zeigt Controller mit Knuckles-Design und SteamVR 2.0 Support zuerst gesehen auf VR∙Nerds. VR·Nerds am Werk!

Pimax Unveils New Knuckles-style Controller, Supports SteamVR 2.0 Tracking

Pimax, the company behind the wide field of view “8K” VR headset, today unveiled a new  controller design intended to ship alongside their upcoming VR hardware. Much like Valve’s still unreleased ‘Knuckles’ controllers, the new Pimax controller is designed to strap to your hand for an ‘open-palm’ experience.

Pimax boasts a number of changes from their penultimate prototype; the more compact Knuckles-style design straps securely to the back of your hand, letting you essentially forget the act of actively holding the controller so you can interact in VR more naturally. Like Knuckles, it now integrates capacitive sensors on five major areas of the controller to offer basic five-finger tracking. The company is also promising compatibility for both SteamVR 1.0 and 2.0 tracking standards.

image courtesy Pimax

Pimax says each button is ergonomically designed to “fall under the right finger, which will make the controller feels like an extension of your body.” The company still plans on offering both thumbstick and trackpad style controllers.

“When developing the new Pimax 8K controller, we listened closely to the needs of our global community to develop an innovative new controller that enables a more comfortable and immersive VR experience. As we continue to innovate, we look forward to collaborating closely with our community,” said company founder and chairman Robin Weng in a press release.

The new controller was designed for the new Pimax “8K” prototype, and followed what Pimax says was an intensive development process.

Image courtesy Pimax

The unveiling of the controllers comes hot on the heels of some less flattering news; Pimax’s long-awaited “8K” headset is still seeing delays, this time related to a lens design issue which will push the pre-production models out to a supposed May launch and leaving the consumer version still up in the air launch-wise.

Thanks to some pretty substantial outside funding, Pimax has some room to get things right though. The company has garnered a record-breaking $4.2M from their Kickstarter campaign, and since taken on nearly $15 million in Series A funding, giving them more runway to further refine their hardware.

Check out our hands-on with Pimax “8K” from CES this year for a better idea of what the headset has to offer.

The post Pimax Unveils New Knuckles-style Controller, Supports SteamVR 2.0 Tracking appeared first on Road to VR.

VR Weekly Plus: Intel Vaunt Smart Glasses und Knuckles-Alternative

Werbung für Virtual Reality Hygiene

Chris und Patrick diskutieren im VR Weekly diese Woche über die Intel Vaunt Smart Glasses, eine Alternative zu den kommenden Knuckles Controllern und drei VR-Spiele, die wir diese Woche getestet haben. Dazu gibt es wie immer die Highlights im Kurzüberblick.

Intel Vaunt Glasses im VR Weekly

Eine der spannendsten Entwicklungen in der letzten Zeit ist sicherlich die smarte Brille Vaunt von Intel. Der Prototyp weist gegenüber bisherigen Lösungen vor allem eine Besonderheit auf: Er sieht aus wie eine herkömmliche Brille. Intel erreicht das, indem die Entwickler technisch abspecken und sich auf das Wesentliche konzentrieren. Kameras sucht man beispielsweise vergeblich. Statt Displays kommt ein Projektor zum Einsatz, der per Laser Informationen direkt ins Auge projiziert. Im Prinzip ähnelt die Vaunt der Google-Brille, stellt also keine AR-Objekte dar, sondern will Anwender mit Informationen füttern. Dabei setzt Intel auf eine künstliche Intelligenz, um passende Daten einzublenden.

Knuckles: Bastelprojekt für HTC Vive

Valve arbeitet schon seit längerer Zeit an den Knuckles Controllern, die im Gegensatz zu herkömmlichen Controllern auch das Tracking von Fingerbewegungen ermöglicht. Allerdings sieht es so aus, als ob man noch etwas länger warten muss, bis die Eingabegeräte marktreif sind. Derweil arbeitet Jimmy Gray an einer interessanten Alternative, die er als Open Source Projekt veröffentlichen will. Die Bauteile soll man in einer Kickstarter-Kampagne erwerben können. Das Besondere seiner Lösung, die auf den normalen Controllern der HTC Vive basiert, liegt darin, dass er die Knuckles emulieren will. Das bedeutet, dass Entwickler von VR-Titeln die Lösung von Gray nicht extra unterstützen, sondern lediglich für den Knuckles-Support sorgen müssen.

VR-Tests der Woche

Chris hat drei Spiele in dieser Woche getestet und schildert im VR Weekly seine Eindrücke. Den Anfang macht der Plattformer KIN, der für die Oculus Rift und Samsung Gear VR erschienen ist. Besonders gelungen ist der Grafikstil, allerdings ist der Schwierigkeitsgrad knackig und nach einigen Leveln wirkt die Spielmechanik laut Chris etwas zu wenig variabel. Ein gemischtes Bild ergibt sich auch beim MMORPG OrbusVR, das Chris an erste Gehversuche in dem Genre vor 15 Jahren erinnert. Ob der Early-Access-Titel seine 40 Euro wert ist? Zum Schluss stehen erneut Zombis auf dem Speiseplan eines Wave Shooters. Für 10 Euro bekommt man mit ZomDay allerdings eine Menge Spielspaß geboten und Chris schildert, warum das bei aller berechtigten Kritik so ist.

Der Beitrag VR Weekly Plus: Intel Vaunt Smart Glasses und Knuckles-Alternative zuerst gesehen auf VR∙Nerds. VR·Nerds am Werk!

Homemade Knuckles-Like Controller Could Be Open-Sourced

Homemade Knuckles-Like Controller Could Be Open-Sourced

Software developer Jimmy Gray is working on a modification to HTC Vive’s controllers so they work much like Valve’s Knuckles prototypes, with finger tracking.

Gray is working on a number of VR input devices. With Tactil (formerly known as Dactyl), he’s built a modification that allows “users to have finger tracking with the current Vive controllers,” Gray wrote in a message.

My original goal was to see if I could emulate the Valve Knuckles prototype using the existing Vive controllers, and to see if it could make sense functionally and ergonomically. From the start, I knew that it would be easiest to start prototyping with flex sensors, and since I had a working hardware and software stack with another DIY project I was working on I then found it easy to get up and running in terms of a wireless hardware solution. I started doing some CAD modeling for the actual plastic pieces that mount to the Vive controllers. I ended up coming with a working design prototype, although the finger straps are a bit too short still, and I’m currently working on those.

He took inspiration from a Kickstarter that eventually closed down and then “rigged some rubber bands to the wrist strap included with the Vive controller.”

Gray posted to the r/Vive subreddit and was encouraged by the response. He then made a video showing the design in action.

Gray is considering a crowdfunding campaign for the accessory with the possibility of open-sourcing the design for the VR community to work with “while still funding a batch of kits to send out to devs and/or everyday Vive users who eventually might want to emulate the Knuckles controllers with their existing Vive controllers.”

He wants to build a software development kit so creators can use the extra functionality of his controllers in their designs. He’s also hoping to eventually emulate the actual Knuckles controllers “so that they’d more or less just work out of the box.”

Gray is still trying to improve the modification, hoping to make it work with the Vive Tracker and offer full five finger tracking.

Right now the Vive controller accessory is what I’m trying to focus on getting into the hands of Vive owners and developers. Once the Valve Knuckles hit the market, if they ever do, I hope my solution could not only have parity with them via being able to emulate them, but that my solution could also provide other features that developers and users would be interested in utilizing.

Let Gray know in the comments what you think and we’ll bring you any big updates about the controllers.

Tagged with:

Vive Pro: Neue Vive Wand Controller, vorerst keine Knuckles

Nachdem HTC im Frühjahr 2018 zuerst das verbesserte Headset Vive Pro auf den Markt bringen will, soll das Set mit den SteamTrackern 2.0 und neuen Controllern später im Jahr folgen. Nun hat HTC darüber informiert, dass es sich um überarbeitete Vive Wands der aktuellen Generation handeln wird. Die Knuckles Controller von Valve rücken damit in weite Ferne.

Vive Pro: Vorerst keine Knuckles

Bereits seit Juni letzten Jahres dürfen Entwickler mit den Knuckles Controllern von Valve spielen, Ready for Primetime sind sie aber offensichtlich noch nicht. Stattdessen wird HTC den „alten“ Controller Vive Wand in einer neuen Generation für die Vive Pro ausliefern. Gegenüber Road To VR verrät der chinesische Hersteller, dass die neunen Vive Wand ein aufgefrischtes Design erhalten sollen. Eine naheliegende technische Änderung wird die Unterstützung des SteamVR Tracking 2.0 sein. Das neue Tracking ermöglicht die Nutzung von bis zu vier Sensoren, um eine Spielfläche von maximal 100 qm zu erfassen.

In Stein gemeißelt ist die Entscheidung von HTC aber wohl nicht – letztlich kommt es auf Valve an, wann das Unternehmen die Knuckles Controller offiziell einführt und anderen Herstellern die Produktion ermöglicht. Über die Gründe, warum die neuen Controller noch nicht fertig sind, lässt sich derzeit nur spekulieren. Ebenso unklar ist, ob Valve mit den Knuckles vielleicht sogar einen neuen Standard schaffen will.

(Quelle: Road To VR)

Der Beitrag Vive Pro: Neue Vive Wand Controller, vorerst keine Knuckles zuerst gesehen auf VR∙Nerds. VR·Nerds am Werk!