Should we start incorporating VR gloves into games?

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4 comments, last by frob 1 year, 7 months ago

VR gloves are only sold in limited quantities to private companies but I don't think we should involve them yet in VR games because the general public does not have access to them yet. Should we start coding it now or do you think its too early and a waste of time?

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UNITY already has this feature built in

MinecraftMcMark said:
Should we start coding it now or do you think its too early and a waste of time?

Investing in tech which may or may not become widely adopted is a risk you only want to take if:
You are so well informed you do not need advice from others.
You have a very good idea requiring it, so the potential win increases.

If neither of this is the case, stick at standard VR controllers. To me it seems they are ahead in terms of comfort. Better accuracy of gloves isn't worth so much if haptic feedback is missing.

Purely from the business side, you'd be spending a lot of engineering effort to develop support for a hardware platform which doesn't really exist in the consumer market. You'd be fragmenting your market base and incurring a lot of additional maintenance costs & QA compatibility costs.

If you're going to go in the direction of adding support for hands, I'd go towards optical hand tracking and only use built in plugins for existing tech and hardware. The Quest and Quest 2 both have hand tracking support now and can be queried to get hand poses. Since the Quest line has sold millions of units, you aren't really fragmenting your market. Still, you'll want to have backwards compatibility with motion controllers as well for maximum market compatibility.

It's a business decision.

You don't need to do it all from scratch. There are libraries out there, including great free libraries, that provide support for a ton of VR hardware. This way if you target VR you automatically get full (but generic) support for a bunch of devices. You can fine-tune for specific devices, specific headsets or controllers or even specific trackers and pucks. You can place a generic rig in the world, apply a collection of models to the library, and it magically works.

And you don't need to do it exclusively. You can add headset support using a plugin like that quite easily in a modern engine, practically for free. Plenty of games have VR support of simply wearing the headset while sitting at the computer with keyboard/mouse play, rather than room-scale play. Plenty of others focused on earlier devices where it was a VR headset and stock gamepad. While it won't be popular as a standalone VR game, it can open up a window of opportunity and give the developer some experience, while exposing the game to a few new potential players, or offering existing players a slightly bigger experience.

It is true there's a much smaller user base, Steam hardware survey reports around 4M or so VR headsets in consumer use, and a popular title is one that hits a million dollars in sales, a blockbuster title exceeds ten million or so. That's in stark contrast to around 40M total consoles if you're targeting PS5/XBoxX, or 100M Nintendo Switches, or billions of mid-range computers and cell phones, where a ten million dollar total investment is considered a mid-budget title.

You must keep the market in mind, and VR hardware is a small market, AR hardware is still quite niche. But with the size, it is also full of opportunity, especially for innovative small developers.

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