Despite TTP putting forth incredible effort to achieve these effects, the end result seems redundant and/or distracting.
I hear you. And I sort of agree.
In games not involving much hands (Move) interactions it doesn't seem to make much sense but I think showing where I'm looking at any given time from a 3rd person perspective adds "something" useful for the viewer.
It's hard to explain, and maybe I'm just biased, but when I look at standard PSVR vids I don't feel as "connected" to the player as I do with mine. Even with those providing a PIP view of the player.
That said, this solution does provide some benefits as it allows me to look down at the real controller and show the controls from within the cockpit. Which is cool, I think.
I also touch virtual stuff around me to provide an idea of the sense of scale the user perceives.
Also, from a technical analysis point of view, that sort of representation really helps highlighting drifting issues. I haven't done any tech analysis yet but it's very easy to show the amount of drifting going on when you can clearly see where exactly my head is oriented relative to the virtual world.
As for games involving Move interactions I think it works great, especially in games like Wayward Sky or Job Simulator where the virtual hands disappear while interacting.
Here is an example taken from my ongoing Wayward Sky playthrough:
If you try to imagine that shot without the overlays you'd have trouble understanding what exactly is going on as easily as you can with the overlays.
But that's all besides the point really. My system was conceived as a tool for my analyses. Everything will make more sense when I'll start going technical. I did a test video highlighting the controllers wobbling and I think it works great.
You can check it out here:
All that said, I appreciate the feedback so please keep them coming!
Lol. Can't believe the guy was wearing that suit thing the whole time.
LOL yeah. Just the upper part tho.