And people have been trying with force-feedback; it's just really hard to make it work with something that allows for wide range of motion, isn't massively cumbersome, and costs less than a new car.
And people have been trying with force-feedback; it's just really hard to make it work with something that allows for wide range of motion, isn't massively cumbersome, and costs less than a new car.
These VR devices are already as expensive as game consoles and all you get is a single player experience that a companion can’t even watch as you play. The force feedback devices may improve individual experience but wouldn’t help the price point.
When you're drawing, for instance, the pressure and friction of the pencil against the page is pretty critical for accurately feeling and controlling your movement. You cannot just wave your finger in the air with the same precision or control you can draw a line with a pencil.
Likewise for sculpting - your hands are far more sensitive to precise shape than your eyes are, and being able to feel the material resist against you lets you use precise amounts of pressure to judge how you are deforming it.
As long as VR inputs involve waving your hands in the air unsupported, they will never be able to achieve the same level of precision input and utility for serious tasks as a mouse or a drawing tablet.