SteamVR Developer Hardware

SteamVR Developer Hardware

v00d00m4n Feb 29, 2016 @ 9:56pm
Controllers seems to lack many buttons, how this will affect games?
I wonder how this will effect gameplay of existing and new games?
Why there are no ABXY, and other standard buttons for compatibility with old titles and better controls of new?

Should game to be dumbed down to minimum buttons possible? Would not thiss ruin games like smartphone touchscreens (well, you know, this one button experience and clunly on-screen controls for 2 fingers completely detroyed mobile gaming expirience comparing to times when phones had buttons, like Nokia n-gage did) or PSP (also was cripled because of lack of 4 vital buttons and extra stick) did?
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Showing 1-15 of 15 comments
Gerald Feb 29, 2016 @ 10:58pm 
because this is not about older titles, this is about new titles made for VR

I can understand the wish to play old titles in VR, but they are just not made for it in many cases and usually you need to use a gamepad anyway (or mouse/keyboard). So you won't miss those buttons on the Vive controllers.

With VR the whole input has changed - and it will keep changing. I had some trouble adjusting, but now that I have I am very happy with it and I see how it forces you to adapt to all the new possibilities you get with tracked controllers.

The next generation of VR headset will likely have eye tracking, giving us an even more advanced system of input.

Don't try to project old games into VR - developers have been learning now for years that it does not work out. You have to reinvent gaming a bit ... and that is also why this is a true evolutionary step towards making games better.
Last edited by Gerald; Mar 1, 2016 @ 3:37am
Discussion Feb 29, 2016 @ 11:12pm 
Honestly the simplistic and easy to grasp layout of the Vive controllers was a wonderful decision by Valve.

VR is a totally new medium with brand new design paradigms to go with it. Not to mention access to an entire new kind of player.

Room-scale VR is impressive to everyone, not just hardcore gamers. I've given demos to people who've rarely touched a game controller, they were able to grasp the controls quickly and intuitively.

This was a water-shed moment for me, after successfully demoing this to people you'd normally not expect to be playing games it became obvious to me the importance of having a common, natural input method. Especially for Room-scale VR.
Mechabit Mar 1, 2016 @ 2:25am 
If you need ABXY buttons in your game just plugin in an xbox controller or split the track pad into segments.
BOLL Mar 1, 2016 @ 3:18am 
I've read a nice thought experiment for this before. At least in first person games, you can translate things you did with a button; reload, duck, change weapons, pickup weapons, activate button, interact with NPC, manage inventory... all of that can be done with actual body movements or a single button and a motion controller. It just takes a made for VR interface to take advantage of it.

And as has been mentioned, just like with the Rift, for third person or seated games you can use whatever controller you want; gampepad, HOTAS, steering wheel, joystick, mouse+keyboard. The camera on the Vive will make them easy to manage too, even if they lack the tracking the motion controllers have.
Gerald Mar 1, 2016 @ 3:40am 
Exactly Boll! We are too used to have the simple button and the more elaborate way takes more time to develop ( and fine tune as we are not used to the best ways yet ), but after all I am in love with the Vive/tracked controller exactly because it lets me really do the stuff!
jashan Mar 1, 2016 @ 7:41am 
Originally posted by Voodooman:
Should game to be dumbed down to minimum buttons possible?

The reason current gamepads have this many buttons is because you were not able to use your hands. Hands are extremely powerful to do a lot of different things just by moving them. So in VR, there's really no need for all these buttons which are really only confusing to most people (as a gamer, of course, you learn to deal with it - but believe it or not, it's actually one of the things that some people don't want to go through so they simply don't play games).

One of the lovely things about VR is that it's very accessible to non-gamers. I've had plenty of people that I've demoed the Vive Pre to that went into the experience saying "ah, I can have a look but I really don't like games" and coming out saying "wow, this is something I'd like to do more often".

It's wise to approach VR development innocently, as a completely new medium. Because that's what it is. Being in a Virtual Reality and being able to use your hands has nothing do with playing a game with a controller behind a screen, except that computer-graphics are used and universal game-design rules apply (just like they do with board games, sports games or any other types of games we know of).
Miss Stabby Mar 1, 2016 @ 9:12am 
Also if you were to compare it with control schemes of older games, take this into account:

Crouch Button = Crouch with your own legs
Jump Button = Jump with your own legs
Left Joypad + Dpad = use your own feet to walk around
Right Joypad = Use your Neck to look around
Lean = Use your back to arch to the side

Pickup = side buttons
Shoot = trigger

and then theres the touchpad that can do radial menus and the top button that can function as a kind of ESC/menu/pause button
I'd STRONGLY PREFER MORE BUTTONS for my Luca
game! I'd really love to have a second trigger "shoulder" button that all gamepads have now.

http://store.steampowered.com/app/433600/

While serious simulations are great, for Luca I want a real gamey arcadey feel, and buttons are best for that. I'm choosing fun over realism every chance I can.
Miss Stabby Mar 1, 2016 @ 12:40pm 
Is it possible to try out luca at this moment, quite curious to see how it works with the current control scheme, btw for the bumper2 the new "grip" buttons seem to work very well
BOLL Mar 3, 2016 @ 3:40am 
@Bryan: I was also of the opinion that one trigger was too few, this as I had been working with the Hydra previously. It does feel very approachable with only the single trigger though. If you don't use the touchpads I guess you could use those as a mofiier key for what the trigger does, might become a bit abstract though unless visualised. I'm sure you've thought of plenty alternatives already :P
phr00t Mar 3, 2016 @ 10:29am 
I got a bit creative with mapping lots of controls to the Vive wands for 5089. For example, raising a controller above your head will bring up the inventory. Putting a controller on the floor will bring up the pause menu. Point a Vive wand to your left & press a button -- the quest menu comes up. Point the Vive wand down & press the same button -- the map will come up.
v00d00m4n Mar 4, 2016 @ 4:17am 
Well, do you guys realise that most of these gesture based controls are:

1) Unresponsive and clunky - basically they take more time time than button press, a little mismatch of pattern may lead to bad recognition.
2) Psysicaly hard and draining- movement of full body and arm draining physical energy from player, people will get physiciall y tired very soon and will less likely make them wish to play like that again. We already learned that from Wii experience.
3) Not suitable for disable or crippled players - can imagine how players who cant walk will play like that, as well i cant imagine how people with broken arms and legs will play.
4) Not suitable for lazy and tired people (and most players are lazy and tired) - people will prefer to use VR on sofa\coach, barey moving around and doing nothing but pressing buttons and turning their heads.
5) Room space demanding - this may be a real problem for a lot of people, and will prevent them from using anything but VR headset.
6) Hard to remember - single button or combo is easier to remember than whole set o gesture
7) hard to chain - if game require set of gestures in row that will be hard to execute perfectly.

There are more problems, which leads to conclusion that decicison for not giving controllers standards 12 buttons + dpad set was a shortsighted and we really need an urgent update of controllers that will include all missing buttons.

Design of game exsclusively around these limited controllers will be shortsighted decision as well that will require to dumb down expirience or use clunky counter-productive, hard to use and memorize, so its better to design game with 12 buttons gamepad in mind and always provide on fly switch to more traditional controls with gamepads.

Also it will be good idea to provide schemes that requires both gamepad and such vr controllers combined together or switched from time to time

BOLL Mar 4, 2016 @ 8:28am 
1) Well, it sounds like you are talking about the Wiimote and the Microsoft Kinect. There you had abstract gestures to represent button presses, for me it quickly felt redundant and I just wanted to push a button instead.

In VR, you are there, you are doing real actions, you don't need any level of abstraction, there are no gestures to remember, you just do things! Press that button, pull that lever, pick up that gun, swing that sword!

2) There will be physically demanding games, and less demanding games. Just like any other activity; you can go out and run, or walk, or sit in a couch. But they are different experiences. I look forward to more physical engagement, and if I cannot do it for more than 20 minutes, that is fine. I will take a break and come back later.

3) There are a lot of things that are not suitable for disabled/crippled/injured people. Just like I wouldn't try to play Wii if I had both my arms broken I wouldn't try to play VR with motion controllers, I would watch a movie. If you can still use your hands, then get the gamepad games that will come out and just avoid the motion controllers. We still have bisycles even if not everyone can use their legs.

4) Nice generalization here. I think if VR is engaging enough, fun enough, an attractive experience, people will get off their butt and do it. If not, again just do a gamepad VR game in that case, or just don't do VR so you don't have to move your head. Nobody is forcing people to play room-scale VR, it's a luxuary at this point.

5) This was the case already with the Kinect, in my old apartment it wasn't possible to use, it needed more space than I had in my room. They still sold it and made games for it, even if it wasn't super successful. SteamVR already supports sitting, standing and rooms from 2x1.5m up to 4x3m. If you can stand and move your arms around you, you are probably fine. Again this is a luxuary problem, yes not everyone can do room-scale VR, but not everyone goes on cruises either.

6) Again the gestures. I've seen one single game protoype where gestures were used, and they had a guide in the air to follow as well, so nothing to remember. Otherwise you do actual actions, you perform what you would have done in real life. There is nothing more to remember than your life experience. To me it is harder to remember what the buttons on a gamepad does than how to push a button I can see in VR.

7) To me it feels as if you are talking about some platformer game or perhaps a brawler, if you have that kind of game in VR, maybe a gamepad is the control option that makes most sense. There is nothing that forbids using a gamepad for a VR game, as a direct example that is the main controller Oculus are shipping with their headset.

If you like games that use gamepads more, like it sounds you do, then for everyone's sake, buy games that use gamepads! The games being designed for motion controllers are specifically made to work with motion controllers. Of course it's risky to be an innovator in a new space, it might not pay off, but we'll know that later. Personally I'm glad, happy, that some do dare walk away from the gamepad that has been a console standard for soon 20 years.
v00d00m4n Mar 4, 2016 @ 1:08pm 
Man, why do you talk like its only about me? Im not talking about myself, im foreshadowing general problems that shortsighted design of Vive controllers will cause, and that will alienate many gamers from using it and games designed only for it. Every dev should think about it in advance and probably Valve and HTC should re-think design.

I remember Razer Hydra and Six Sence, these devices seemed superior and had all standards buttons in place - this is how Valve and HTC should have do it.

And you have big mistake in gesture relate stuff - basically every move is gesture that motion sensors should recognize, so this will always have higher latency, will be clunky and in many cases will fail.


Just look at one of examples above

Originally posted by Miss Stabby:
Also if you were to compare it with control schemes of older games, take this into account:

Crouch Button = Crouch with your own legs
Jump Button = Jump with your own legs
Left Joypad + Dpad = use your own feet to walk around
Right Joypad = Use your Neck to look around
Lean = Use your back to arch to the side

Pickup = side buttons
Shoot = trigger

and then theres the touchpad that can do radial menus and the top button that can function as a kind of ESC/menu/pause button

Try to guess why controls like this will fail.

There are more problems which i forgot to mention:

8) Possibility of inuries - if player with VR set will be forced to crouch, jump, walk around, quickly turn around and do other physical thing, it may lead to bumping into something, falling down, breaking some limbs or even accidental death. How would some devs feel reading arcticles like "Someone died playing this VR game" ? Whole movement thing seems like bad idea without some giant scroll ball or scrolling carper under legs and some belt holders that will prevent you from falling. i saw such things back in 90th, when VR was a trend for a while, but such things was epensive and without them whole idea of physical walking in VR failed.
That was one of the reasons VR was forgotten for more than decade. It just did not work well, and right i see how some problems of VR was not solved and may lead to decline of VR again.
Last edited by v00d00m4n; Mar 4, 2016 @ 1:08pm
Black Blade Mar 5, 2016 @ 4:31pm 
@Voodooman
Have you tried the Vive? or the Rift?
I just do not think you understand how it is, the buttons are not needed for all games, and if the gesters are made right, you will have no issue to do it without remmbering

Just for a few examples, you have Titlt brush, when you want to pick a tool, you do not need to press a button, you simply turn your left hand around and pick with the other hand

In what ever the name of the killing robot game was, to get into inventory you flip your hand, and just take the knigh out from the inventory
you get used to that pretty fast and its not as tiering at all, its small easy movements that take just a moment
And as was said if you need more, then you can just connect a controller

8. well that is why first of all you need some space to do it, that was clear and you are asked to clear things out
Second of all you will have the wall warning as well as the "Tron" mode thing to warn you if anything is on your way
If you have a problem to crath and all, maybe you better not play these and that game, is that simple
Why will it be a problem of the game if someone Die in VR? think abut it, pepole die from playing on the keyboard for too long, its not the game makers fault or the maker of the keyboard
Also you suggesting jumping and cratching buttons? that dose not work well in VR, its not natraul
When you talk abut back then, they did not have what we have today, you see the floor inside the game, if you fall you do just as if you fall in real life, and grab something, put your hands down, there is no reason to be surprised by it

Over all man, i feel a little like you don't really get VR yet, and how it works, try to play some tilt brush, or even better try out Hover Junkers, as that is action game you move you cratch on the ground, and i do not think there is a problem there or more buttons are needed

And for closing note, the system the Vive is working on, that light part, is said to be sold so makers can make there own things using it, so if you want maybe wait, and someone may make these many buttons controllers you seem to want, even that over all i think most devs will not work with it, and i cant see most users do it, as VR is abut feeling as been in the game, doing something that is completely out of game action like pressing a button i think is just going to make that feel less like you there, and much more like you playing a normal game like now
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Date Posted: Feb 29, 2016 @ 9:56pm
Posts: 15