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Oculus Touch Controllers Shipping In December for $199

 
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 PostPosted: Fri Oct 07, 2016 8:00 am    Post subject: Oculus Touch Controllers Shipping In December for $199 Reply with quote Back to top



<p align="center"></p><p><p>Back when the Oculus Rift and HTC Vive VR headsets launched earlier this year, one of the main differentiating features was the inclusion of touch/motion controllers. The Rift was launched with a focus on seated gaming, while Valve & HTC opted to focus on motion control and room scale gaming. As a result while the headsets were quite similar, their pack-in hardware was different; the Rift shipped with an Xbox One controller, while the Vive shipped with its two motion controllers and supporting Lighthouse sensor hardware. This also led to a notable difference in price, with the Rift launching at $599 while the Vive launched at $799, essentially putting a $200 price tag on motion controls.</p>

<p>However even before the Rift launched, Oculus already had plans in the works for their own motion controls. Dubbed the Oculus Touch, the handheld sensors and supporting hardware wouldn&rsquo;t be ready for the launch, but instead would be launching as an add-on to the Rift later this year. Now at Oculus&rsquo;s latest Connect event, we finally have the full details on the Oculus Touch launch, and how the system will work.</p>

<p>The Oculus Touch controllers will be hitting the market right before Christmas, shipping in volume on December 6<sup>th</sup>, while preorders are starting on Monday, October 10<sup>th</sup>. The Touch kit, which includes the two controllers, two pack-in games &ndash; VR Sports Challenge and The Unspoken &ndash; and one extra camera (or as Oculus calls it, the constellation sensor) will sell for $199. Given that this has long been the assumed price of the Oculus Touch kit, there shouldn&rsquo;t be any surprises here.</p>

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<p>With that said, Rift owners looking to do room scale gaming will want to pay attention to the technical details here, as they matter quite a bit. As Oculus notes, even though the second camera improves the system&rsquo;s ability to track the headset and controllers, unlike the Vive&rsquo;s Lighthouse system, two cameras won&rsquo;t be enough for room scale. The experience you get out of the box with the Oculus Touch system will depend on how you position the cameras &ndash; there are multiple options available &ndash; but even in a diagonal setup for 360 degree tracking, the play area won&rsquo;t be large enough to be room scale as defined by the Vive. Instead, for true room scale gaming a 3<sup>rd</sup> camera is required, which Oculus will sell separately for $79, bringing the price of a complete headset and room scale kit up to $879.</p>

<p>Given what&rsquo;s known about Oculus&rsquo;s constellation system, that they can&rsquo;t pull off room scale with only two cameras isn&rsquo;t too surprising; the cameras just don&rsquo;t have the right combination of FOV and range to do it with two. To that end, launching the Touch with only one extra camera seems to be a calculated risk, with Oculus betting that most users are primarily after motion controls will be fine with gaming on a smaller scale &ndash; on the order of a few feet by a few feet &ndash; as we experienced first-hand with the prototype Touch hardware back in March. Otherwise true room scale can be done thanks to the third camera, albeit at an additional price.</p>

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<p>Finally, along with today&rsquo;s launch reveal, Oculus has also confirmed that 35 games will be Touch-enabled in time for the hardware&rsquo;s launch in December. On a personal note, I&rsquo;m interested in seeing what the end-user feedback is on the Touch controllers. Oculus has gone in a very different direction than HTC/Valve on the form factor of the controllers &ndash; using what amounts to two halves of a gamepad instead of two wands &ndash; so I&rsquo;m curious to see how that compares to the wands over long-term use. The Vive system essentially senses the end of the wand, whereas the Oculus system needs to sense the markers wrapped around the hands, so it&rsquo;s a small but potentially important difference in how user interaction will work and feel.</p>
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Source: AnandTech
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