Really? Sorry, you seem so sure that you have to be right.
This would have to make them 4 different controllers…
While, with some work on design, they could have only 2 different controllers.
Yeah do some research, how would the cap sense even work?
Much prefer ambidextextrous as many games don’t care to offer a swap hands option for left handed people. With ambi controllers you can just swap controllers - done.
An even bigger problem is if you strapped it on the opposite hand it’s upside down… This is even dumber than the other controller requests (Modular and stick/trackpad combo)
If you want ambidextrous stick with the Vive wands…
Your initial pro if any was, what if one of them breaks.
If one of them breaks you still have to replace it. If one of my ambidextrous vive wands break, i still cant play until i get a replacement.
You mention only having to make the grips on the back of the hand detachable. That’s actually a big deal. Those grips carry several sensors , and information from those sensors has to be relayed to the main body of controller. The connecting bridge you will note is made of metal in a product otherwise completely plastic. This was not a vanity/ appearance choice. The bridge needs to be hollow to accept the passthrough of the sensor outputs but extremely strong and rigid. The controllers functionality hands on the rigidity/solidity of the insertion of this part into the main body. what you are asking is to put a structural weakness in the one place the controller has to be absolutely solid. There would need to be a lock in connector with absolute rigidity, with a usb or novel port to facilitate the swap. Can you do it, absolutely. In my opinion is it worth the cost to do it right. no.
And for this you get the ability, that if a controller breaks, you can make the remaining left controller into a right controller and still not be able to play until you buy a second controller anyway.
This is a mindful answer, with solid argument. Positionnal tracking of controller is made in the outer part that wraps your hand. It needs to be firmly stick. Ok.
If these things are only sold by pair, we’re screwed anyway.
My limited experience coding in Unity tells me that the two controllers are explicitly defined as left/right anyway. If you have been able to switch hands it’s only because the specific game has been designed this way.
It’s possible to take advantage of every button separately on each controller, so having left/right defined is advantageous.
@destraudo These straps don’t look firmly stuck in order to wrap hands…
Left / Right of course !
Left / Right cuz it’s much easier to identify.
I hate to switch my Vive sticks in-game.
Left / Right.
This is the opportunity to really go all out and try to set an alternative standard instead of being conservative and follow only what is available out there.
The truth is there are more right handed people out there than left handed people at the moment, so please spare the SJW BS version first.
Current gen console controllers aren’t ambidextrous (Dpad on left, Action buttons on right), the keyboard isn’t ambidextrous, you don’t reverse the QWERTY keys to suit the minorities.
FYI, i am RIGHT handed (i write with my right hand).
A audacious idea i have now is to have a THUMBSTICK on the LEFT, max of 5 buttons. on the right however, there would be like double the keys (10-20 buttons), with or without the trackpad ?
Imagine an MMO environment:
Knight: Left hand is my shield. The thumbstick moves me around while holding my left hand infront of me, i can use it to aim a shield charge (press 1 of the buttons). My right hand is my sword, quick buttons allow me to set my elements rotate back and forth. I can look down on my right hand to remind me of the myriad of skills/spells that i can use given the opportunity. Taunt/Heal/Drink potion/ throw the sword/attack/ breath fire/ etc.
Archers: Left to aim. Right to swap between arrow element types, certain skills, activate other functions.
Magician: Left to ?. Right to choose from dozen of spells and functions.
etc. The only limits are the imaginations.
Another idea borrowed is from my One PLUS phone’s gesture. I really liked how i can draw a V to bring up the torch lights, O for camera, G for google, other easily customizable gestures like L ,<, > (as long as they dont mix each up up) would make having the track pad on the right extremely useful. As a right handed, making these gesture on my right thumb is more natural than using my left thumb and etc.
on the one hand i have about 30 AA eneloops laying around that would be perfect for this, BUT then there’s the issue with weight. built-in lith-ion would be lighter, and cheaper for those who don’t have a bunch of eneloops already.
I agree to the built-in lithium-ion, but then you need an increased capacity of the battery, at least 1500 mAh, and not 500, as in many … Because the constant charging will be incredibly distracting from the process. And how unpleasant it will be if during the game the charge ends. In this regard, it is more convenient for me to change the discharged AA to charged AA, and to charge the discharged batteries, the water cycle in nature, and this also happens.
Somewhere I read that the knuckles controllers stand only 3 hours, and then 1 hour is charged from the USB. This is a very, very bad result. And over time, the capacity of the built-in battery will decrease, and there will be 2 hours of play. Does this look good?
In the Oculus-touch, one of the cheapest alkaline AA batteries lasted about 12-14 days, 3-4 hours of game per day. And the weight of the oculus-touch generally did not strain, they were very light, and at the same time they worked for a long time. It was amazing and very convenient. That’s why I ordered Eneloop x4 pcs + charger.
I believe that the controllers should be felt in the game and have some weight, because in the game we keep something: the gun, the gun, the ax, the sword and so on. I want to feel close to reality, at the same time I will not have to do sports if the controller is very heavy and I will become Hercules with such controllers
But I do not think that batteries AA or AAA will make the controller heavy.
I would guess that 1 AA would be fine, 2 would be better, but it is not just the battery itself. Including replaceable battery means to build in some kind of enclosure inside the controller, accessible for the user etc. It all claims the internal space.
I imagine that there will be cap sense, vibration control, all different types of sensors, etc, in the handle, buttons and tracking in the top, and so on. Every cubic mm may be critical. Therefore everything which can be simplified to minimal overhead is a design win.
Integrating custom li-pol or li-ion battery is clearly easier since one can place it anywhere it fits. The only downside is the need for the charger, which needs to be integrated too.
The other problem of AA batteries is that to make the design work with only one AA rechargeable means designing the circuit to run on 1,2 V, which is pretty low compared to usual 3,6 V of li-pol rechargeables. Packing two AAs inside might be simply too big…
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Are you able to use it with the Pimax 4k? If so how do you like it. Its bluetooth so Im wondering how you pair it with a PC. Thanks!
Just a standard bluetooth controller
It is only a problem because they are ambidextrous.
if a device is dedicated it can use a quick and easy numeric value to designate which is which.