Half-Life: Alyx

Half-Life: Alyx

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Lascera Mar 19, 2020 @ 9:14am
Finger tracking
I feel like it should be a point under supported input methods on the store page that
individual finger tracking is supported within a title. Seems that is what will soon change
on store pages, as yet I can't imagine there being very many titles that have implemented
the Index' advanced input functionality, so Valve didn't wanna make it an unfair
selling point even though they really have every right to do so. It might even become the new standard for tracked input, hence why they chose to ignore advertising it within their software from the get-go.
Last edited by Lascera; Mar 19, 2020 @ 9:17am
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Tusk Mar 19, 2020 @ 9:20am 
There are quite a lot of titles that implemented them. And since it doesn't really an intresting concept it's not highlighted. You have 3 "fingers" tracked on oculus devices too, thumb, index, and the three rest move together. While it does add a lot to immersion, it is not usable as a highlighted feature. If anything the pressure sensitivity should be highlighted, but again, does it really matter if you grab the knife or you grab the knife harder? Squishing small things is and can be fun, but it is neither something to brag about imo.

And yes I own the full index kit, not just hating it on it because insert any random hmd.
SilentCaay Mar 19, 2020 @ 9:30am 
Finger tracking is not standard. It's one feature on one specific set of controllers. There's no reason to have a specialized icon for it on the store page, especially when the majority of games with finger tracking don't actually do anything with it. Using finger tracking as a replacement for clicking the trigger isn't a unique mechanic.
Lascera Mar 19, 2020 @ 9:32am 
But the possibilities of implementing this input as a context sensitive form of signalling player intent are seemingly endless, yea, gripping rigid inanimate objects tighter than usual obviously makes no difference, but there are other things such as grenades (like in this game), small containers you could crush etc.

As for finger distance tracking, there's gestures to communicate player intent from one to the other, to NPCs or as a complete separate input

The disinterest is in no way justified, as I said it may develop into a new standard by then as Oculus already follows suit, though it's lacking good implementation into the medium it seems.
Last edited by Lascera; Mar 19, 2020 @ 9:34am
J-PIMP Mar 19, 2020 @ 9:36am 
actually VNN showed that you can crush bottles/cans in the game with your hand gripping it harder via asset hacks
Tusk Mar 19, 2020 @ 9:36am 
Originally posted by Lizbian:
But the possibilities of implementing this input as a context sensitive form of signalling player intent are seemingly endless, yea, gripping rigid inanimate objects tighter than usual obviously makes no difference, but the are other things such as grenades (like in this game) small containers you could crush etc.

As for finger distance tracking, there's gestures to communicate player intent from one to the other, to NPCs or as a complete separate input

The disinterest is in no way justified, as I said it may develop into a new standard by then as Oculus already follows suit, though it's lacking good implementation into the medium it seems.
For grenades you need one hand that you hold the grenade, and thumb+index on the other hand to remove the pin. That is possible with all modern headset. It is great, but it adds very minimal compared to anything else on the store page, I'd even rate the index's audio way more important than it tracks 3 additional fingers independently from each other.
Lascera Mar 19, 2020 @ 9:47am 
@Tusk
or one could simplify the priming process further by gripping the grenade tightly and pulling off the pin by flicking their thumb along the touch pad surface.

You may argue that one would never be strong enough to pull a pin with their thumb while holding a grenade in real life, but nowhere is it said that the input has to be close to a real life motion in order to be immersive and intuitively associated with arming a grenade. You might as well design grenades that are conceived around this style of operation.
Last edited by Lascera; Mar 19, 2020 @ 9:48am
Tusk Mar 19, 2020 @ 9:52am 
Originally posted by Lizbian:
@Tusk
or one could simplify the priming process further by gripping the grenade tightly and pulling off the pin by flicking their thumb along the touch pad surface.

You may argue that one would never be strong enough to pull a pin with their thumb while holding a grenade in real life, but nowhere is it said that the input has to be close to a real life motion in order to be immersive and intuitively associated with arming a grenade. You might as well design grenades that are conceived around this style of operation.
but you are still using your thumb and index finger that as well :) Index's fingertracking adds a nice flair to games, but it is not a huge feature. Also you can't move your thumb sideways on the index either, it only tracks your finger around the stick/touchpad and buttons!
SilentCaay Mar 19, 2020 @ 10:16am 
If you can use grenades without finger tracking then it's a terrible example of why finger tracking is so important as to need a store page icon.
Arestedes Mar 19, 2020 @ 10:25am 
As VR gets iterated on, and the fidelity of interactions get better, I imagine that most controllers will take into account finger tracking and have found ways to make it feel more indespensible.

When there's more fidelity in the ways you interact with the environment, you'll want more fidelity in the ways you can move your in-game fingers. We're still at the stage where it feels like you're reaching into another world with big mittens on and we're ok with it, but I'm not sure it's in our nature to stay ok with things like that.
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Date Posted: Mar 19, 2020 @ 9:14am
Posts: 9