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Oculus: ‘quite some time’ Before Input is ‘Nailed’

As virtual reality (VR) head-mounted displays (HMD) get closer and closer to their final, consumer-ready iterations, attention is slowly but surely turning to input. Providing a convincing form of control for VR videogames that still provides complete immersion is an immensely challenging issue. Oculus Rift HMD creator Oculus VR has confirmed on plenty of occasions that it is looking at input, though it continues to shy away from showcasing its work. According to the company it’s still going to be ‘quite some time’ before input is completely solved.


Oculus Rift creator Palmer Luckey stated as much at Oculus VR’s panel at the 2015 South By Southwest Festival this weekend. Luckey noted that he didn’t think anyone has ‘nailed’ input just yet, despite countless attempts from third parties and Oculus Rift competitors. He continued, stating that, while progress was still being made in input, it will still be ‘quite some time before we have nailed it’.

Various companies are trying a number of different input solutions for VR at this point in time. Both the Vive and Project Morpheus HMDs are supported by motion-tracked controllers while others are looking towards omnidirectional treadmills and more. Oculus VR itself recently purchased Nimble VR, a hand-tracking company that had initially launched a Kickstarter crowd-funding campaign for a sensor that could be mounted to the front of the HMD.

VRFocus will continue to follow Oculus VR and all other company’s work in VR input, reporting back with all of the latest updates on each.

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