SteamVR Developer Hardware

SteamVR Developer Hardware

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indienerd Dec 17, 2015 @ 9:52pm
HTC Devkit 2 & controller images leaked
Vive DK2: https://i.imgur.com/NSce6wj.png
Controllers: http://i.imgur.com/E2F1jey.jpg

I really like the new controller layout, it addresses a lot of the issues I have with the current one. And I am very curious if that camera will use the Lighthouse lasers to capture spatial room data ... maybe a bit dreaming here.

For sure a nice evolution.
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Showing 1-14 of 14 comments
Tim 'YM' Johnson Dec 17, 2015 @ 10:07pm 
New controllers look fantastic except they don't appear to have any battery compartment, so if my controllers run flat while I'm in the middle of a session I have to put them in some cradle to recharge them before I can continue?

This is a huge bummer.
indienerd Dec 17, 2015 @ 10:42pm 
That is a great point and I have not thought about that. I do like what looks like connections for a base loading station, but it's always painful to stop waiting for batteries to load I agree.
Last edited by indienerd; Dec 17, 2015 @ 10:42pm
lebolay Dec 17, 2015 @ 11:19pm 
If the batteries last for at least several hours without charging, I think I prefer it this way. I can't play the Vive for sessions lasting much more than an hour or two, and I'll just charge the controllers after every session.
Last edited by lebolay; Dec 18, 2015 @ 11:59am
indienerd Dec 17, 2015 @ 11:40pm 
makes sense, even in dev you hardly go beyond 20 minutes at a time and if you have a base station to put it back in to then I expect it might be less of an issue due to now permanent charging when not used.
Last edited by indienerd; Dec 17, 2015 @ 11:41pm
They look incredible. As mentioned, I hope theres an elegant charging solution to go with them and some form of auto turn off when they're not moving after X time & Vive is in compositor mode.
indienerd Dec 18, 2015 @ 4:33am 
I suspect that there won't be auto turn off, but that is solved by just putting them back into the charging station.
Mechabit Dec 18, 2015 @ 4:41am 
Very sleek design, can't help but imagine there was some design cues from the oculus touch rings though. Would have preferred some ridges on the touch pads though so you could better feel the position of your thumb on the pads, maybe a cross or rings.

So long as you can't accidentally press the menu button (which looks a bit recessed in this design) when doing throwing motions I'll be happy.
indienerd Dec 18, 2015 @ 4:50am 
I like that they have changed the angle of the touchpad, the old one was really counter productive and I am always afraid designing for it my big hands will give me a bad idea. With this configuration I expect there won't be an issue to use it with smaller hands.
As far as haptical feeback on the touch surface goes I am happy they do not add ridges. You can create good visual feedback given the absolute position and I really do not think of it as a D-Pad but a touchscreen where you swipe, not click.

Certainly great that the accidental button presses will very likely be a thing of the past. Still curious how well one can press the button on the side of the controller. That one was really annoying to use on the old design.

lebolay Dec 18, 2015 @ 12:02pm 
Originally posted by Mechabit:
Very sleek design, can't help but imagine there was some design cues from the oculus touch rings though.

Designing products like this takes a long time. I'm sure this was already heavily in the works before Oculus Touch was even announced.
Last edited by lebolay; Dec 18, 2015 @ 12:02pm
Colin Northway Dec 18, 2015 @ 12:13pm 
Super duper ooper curious about that camera! Is there going to be hooks added to the Unity API for it? Want to mess with ittttt!
Miss Stabby Dec 18, 2015 @ 12:37pm 
The design looks awesome, my guess is that the camera is used for photogrammetry based foreign object detection. so when a cat is walking through your playfield, that it turns up in VR.
as a override overlay, like the chaperone, Same for objects like chairs or tables.

Also i am really curious how the new lighthouses will look
Colin Northway Dec 18, 2015 @ 12:45pm 
Lindsay Jorgensen points out that it would have to be stereo cameras to be of much use? Not sure what it's for...
Tyler_CharmGames Dec 18, 2015 @ 4:09pm 
There were rumours that the camera would be included to be a chaperone assistant. Even if it doesn't have the proper depth that a dual camera setup would give I'd imagine it could be set up in a way that is helpful.
indienerd Dec 21, 2015 @ 1:49am 
"Lindsay Jorgensen points out that it would have to be stereo cameras to be of much use? Not sure what it's for... "

I do not think so. The Lighthouse base stations should be able to project a laser grid on your surroundings. Add to that the known position of the camera in space it might be possible to create a fairly accurate 3D model.

Otherwise as mentioned by Miss Stabby Photogrammetry is a clear option and it fits with all the posts about it in the past.

It seems to be angled down, so I suspect it might detect moving objects in it's FOV, which certainly is useful to pet owners. It could also make the keyboard visible, which should be useful to everyone, especially us devs.

I can't wait until they share details at CES.
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Date Posted: Dec 17, 2015 @ 9:52pm
Posts: 14