UnrealEck
Member
This first gen of VR certainly leads to a lot of "if only" thoughts. Combine the best aspects of each unit and ditch the rest. Take a Rift with Vive tracking's and FOV. Touch controllers (also with Vive tracking) but with a haptic pad instead of analogs. (Gestures FTW) Oh, and as long as I'm dreaming, a unified VR API.
From what I can tell, Oculus Touch actually offers possibly better/more natural hand gestures because of its physical ergonomics and capacitive buttons and sticks.
I think it also has the ability to track finger movement within the loop that goes around your fingers. So if you do a finger point, it recognises it.
I'm not clear on Vive's controller in the same way but it appears to have capacitive buttons on the sides of the wands which tend to be used as a gripping/squeezing action.
If Oculus don't start pushing for more standing, 360 degrees and moving around (Vive-esque) games, I think it's going to have a negative impact on the future of the Rift for a more full-VR experience.