Zalusithix
Member
But none of your examples are specifically things that would mean an analogue stick is a compromised solution when used for roomscale/standing. In fact one, the gesture control, in reality is unlikely to give much extra utility than you'd get from the range of motion you can do with one or two analogue sticks. So what's left that makes them better for room scale?
Look, you like touchpads. Fine. But I'm not seeing any compelling argument that they open up any new game design possibilities that make up for the fact that they cannot replace a stick for games where analogue movement is required. You may not be interested in those sorts of games, but since the sticks are there on the Touch controller I bet we're going to see a lot of them and it's just a shame they're not going to port well to the Vive.
Once again, the haptic feedback is married to the touchpad. You could theoretically mate the haptics to another large surface, but finer grained feedback would be dulled. I view high frequency feedback that can communicate things with finesse of great use in VR when properly implemented. Touchpads can do gestures and become flexible button layouts better than an analog stick. They can emulate intertia ala trackballs. They can become scroll wheels. Quite literally, the only thing sticks are better for is analog movement. Out of the millions of things you can do in standing/roomscale VR, analog movement is a one trick pony that's also rather controversial.
Sure, Touch -> Vive control schemes are going to require work for porting. Similarly, games that use the Vive's touchpad's ability to become any number of flexible buttons wont emulate well on the Touch either which only has 2. You could flick the stick in a given direction, but that's less than ideal for anything that might require multiple presses. Devs will have to compensate when porting in either direction. Just the nature of the beast. I don't think that HTC should just revert to sticks because Oculus is doing so.