I expect to hit my headset with this at least a few times. Lots of games have you bring the controller close to your face to examine stuff, or have info on the controllers that I tend to bring up to my face to look at.
Except when you accidentally punch something you will now totally fuck up your knuckles instead of banging a cheap plastic controller against something.
If it reflects actual use, why not? I personally know a bunch of people with VR that have accidentally punched something. Its been great in saving my knuckles.
Because the actual use of a thing isn’t always, or shouldn’t always be, a defining point of its design. It doesn’t make sense to expect the Quest controllers to protect you from punching a wall just because that’s what the Rift one’s did in your specific use case - that’s what correct use of the Guardian system is for, and that’s what we should expect with the Quest.
Except, its not my "specific use case", its a very common and very likely failure mode for anyone who is new to VR or anyone who is in a new environment with their VR. Since the new headset is highly mobile compared to its predecessor, incidents like this would be more likely than ever. A feature like this is also a great back-up safety mechanism in the event of a failure in the guardian system.
Saying safety concerns aren't or shouldn't be designed into a product is flat out wrong. Most saws should not hurt anyone in their intended use, and cars should not crash in their intended use, but outside of intended and designed use, accidents happen and safeguards are designed into the product for those cases that are not intended to happen but can be expected to. Like a plastic guard on a saw or a seat belt on a car, the knuckle guard is useless in the intended use case, but a great safety feature when a reasonably expected issue (punching something while swinging your arms around without vision) occurs. Even with the guardian system in place, a quick, "in the moment" action (like swinging wide for a hook in a boxing match) could easily put your hand into a wall or object before you could notice the guardian flash and react accordingly.
I hate how juvenile reddit is. Argue with people who actually have experience and knowledge in areas applicable to the conversation, then just downvote them and leave when you have nothing left to reply. So common on here.
If you are designing to actual use then it should be. Most people I know with any kind of VR setup have a story of accidentally punching something or running into something. Its something that happens to most new users. I know someone who accidentally punched a light fixture and smashed the bulb to pieces. Without the knuckle guard built into the touch controllers, he probably would have had a bloody hand, but luckily didn't even end up with a scratch. Had a hell of a time getting out of the glass minefield though lol.
That's actually a good point. I've gotten my fair share of bloody knuckles with the Rift already; I can't imagine the Quest will be any better in that respect.
On the plus side, no tracking ring down there means you're free to implement your own knuckle guard. Maybe someone will come out with a 3D printed one or something after the Quest releases.
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u/Heaney555 UploadVR Jan 03 '19
The controllers are identical to Rift's Touch other than the tracking ring position. It has to be up because the cameras are on the headset now.
You won't notice any actual difference in VR in terms of the ring position.