Oculus Touch controller review: Putting virtual worlds at your fingertips, with caveats

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Before we talk about Oculus’s motion-tracked Touch controllers, I want to take a moment to discuss how badly the company miscalculated.

Back in April when the Oculus Rift virtual reality headset and its competitor, the Valve-backed HTC Vive, launched it was easy for me to give them equal scores and say it was a toss-up. Sure, I had an inkling that once you dabbled with the Vive’s room-scale VR it would be hard to go back to the mostly-stationary (whether seated or standing) experience proffered by Oculus. But it was just an inkling, based mostly on anecdotal evidence. Would room-scale actually catch on? Would people even have space for it? Those questions loomed large.

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