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Bir çeviri sorunu bildirin
This is a huge bummer.
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.
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.
Designing products like this takes a long time. I'm sure this was already heavily in the works before Oculus Touch was even announced.
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
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.