We have passed another annual Steam Dev Days event, which took place October 12-13th in Seattle, Washington. Here is where the next year of Steam is revealed.
From virtual reality hardware to software, this year’s event was definitely a page turner.
The word is that press were not permitted access to the event, but that did not stop the many enthusiastic attendees from spilling all that transpired behind the closed doors. One of the topics that people are buzzing over is the announcement of the new Vive HTC controller.
Ummm . . . hello we already have a great VR controller? Remember that thing you convinced me to buy earlier this year for $800? Keep reading before you decide you do not need another pricey gadget to complete your VR collection.
This controller has new developments, both physically and technologically. The biggest revolution is the Velcro straps the controllers have had installed on them. Why is this revolutionary? You can now open your hand without dropping the controllers!
In VR, this is a very important feature, further immersing you into the world by allowing you to throw, pick up, and drop things without having to be conscientious about the controllers in the real world. Virtual reality is all about total immersion, so even this tiny step to help you focus on the content rather than the hardware is a big step in the right direction.
In addition to the new strap, the controller will also be more up-to-date, with the sensors being better than ever and having a higher degree of detection for even the smallest of movements.
Attendees of the event have been seen raving all over twitter and social media about the new controller, acclaiming that it is better than the Oculus Rift. Both companies have been heavily competing in the virtual reality niche, each having announced new developments in their brands for virtual reality fans.
Despite the new enhancements, the Steam’s announcement was not made without some concerns of virtual reality gamers. Many noted that there was no finger sensitivity as of yet, which might have been expected to be incorporated into the new device given the other developments of the controller.
Steam commented that the technology is possible, but the company has not given any hints as to whether or not they plan on implementing this technology in future. As of yet, no virtual reality controller has allowed for finger sensitivity in their technology.
A last and great concern of current Vive owners is the price. As stated above, the current Vive owners have already heavily invested in their equipment. Why would they put out more mass amounts of money to purchase a newer and slightly updated controller just a year after they bought the first one?
Steam has not said much on this yet, but has given hope to its current customers, assuring them that the controller will come at a reduced cost to those that already have the original controller.
Whether the positives outweigh the negatives remains to be seen for this new piece of equipment. It may not be until the release of the controllers in 2017 that we can gauge if Steam has been successful or not in swaying its current users.
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