vr haptics

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Startup Behind Ambitious HalfDive Headset Launches New Kickstarter for VR Haptic Gloves

Diver-X, the Japan-based startup known for pitching an ambitious VR headset earlier this year, is at it again, this time with a pair of VR gloves that incorporates a membrane capable of flexing and compressing to replicate the sensation of touch.

The original HalfDive headset campaign on Kickstarter managed to secure enough cash to be considered fully funded back in January 2022, although the team decided to cancel the campaign and return the funds to backers. In the end, the Sword Art Online-inspired headset, which allowed you to play whilst laying down, was deemed too niche a product to deliver at such a small scale.

Now the startup is back at it with another Kickstarter, albeit with an ostensibly wider appeal. Its ContactGlove not only tracks each finger and includes SteamVR tracking mounts for positional tracking, but also allows for button input emulation so you never have to pick up a controller during gameplay. Ultimately, its ‘pro’ feature on higher-end models boasts haptic feedback thanks to flexible membranes that contract and expand to replicate touch on the user’s fingertips.

The Tokyo-based Diver-X says its VR glove controller is natively compatible with Steam VR, providing mounting adapters for both Tundra Trackers and Vive Trackers.

The button input is an emulated affair, as in you need to go through a configuration software to assign individual buttons to hand gestures, like bending your right index finger to pull a trigger, so it’s up to the user whether that feature can be useful and in what context.

Here’s a look at ContactGlove promo from the Kickstarter. Take note: the magnetically attached controller with joystick and buttons seen in the video is not a feature listed on the Kickstarted campaign:

The Kickstarter is already live, and it seems to have caught fire among backers looking to nab a pair of the company’s VR gloves. At the time of this writing, the project has already blasted past its original funding goal of ¥26M (~$200,000) with over funds tipping over ¥29M (~$220,000).

The company is pitching ContactGloves starting at ¥65,000 (~$490) for models without the flexible touch membrane, and ¥94,000 (~$710) for non-haptic models with Tundra Trackers included. All haptic-capable versions of ContactGloves are already gone unfortunately, which were priced starting at ¥115,000 (~$870). We’ll be keeping our eye on stretch goal updates to see whether the startup adds the ability to purchase haptics as an add-on.

Here’s a quick look at the specs, courtesy of Diver-X:

  • Battery: 6 hours without haptic feedback, 2 hours with haptic feedback (will be improved by software update)
  • Charging time: 2.5 hours (USB type-C)
  • Wireless connection: includes dedicated dongle
  • Size: S/M/L
  • Hand tracking: bending sensor and IMU (standard version does not support finger opening)
  • Vibration: Back of the hand (equipped on all models)
  • Tactile feedback: thumb, index finger, middle finger (on tactile-equipped models only)

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Razer Launches Free Haptic Authoring Tool for Quest, PS5, & More

Razer, the popular peripheral company, today announced the free release of the Interhaptics haptic authoring tool which is designed to make it faster and easier for developers to create compelling haptic effects for multiple haptic devices.

Razer acquired haptic software tool company Interhaptics earlier this year. Having gotten its start building VR haptic peripherals under the name Go Touch VR, it’s no surprise that the Interhaptics tool is compatible with Meta’s Quest headset controllers, in addition to PS5 and non-VR game platforms like Android and iOS.

Now free for developers to use, the Haptic Composer tool from Interhaptics provides a visual authoring system for developers to build haptic effects for various controllers and devices.

Different devices have different types of haptic engines in them which means different haptic capabilities and different methods for triggering them. Instead of dealing with a different haptic tool for each controller or device, Interhaptics allows developers to build and test their haptic effects through one common interface.

To author haptic effects, the Haptic Composer allows developers to base the effect on an imported audio file. This works as a starting point for a haptic effect that can match a sound effect played in the game at the same time. From there developers can iterate the haptic effect using keyframe authoring and test on the actual hardware until they get the result they’re looking for.

Presently Razer says the Interhaptics tool supports Quest, PS5, iOS, and Android. Notably lacking at the moment is support for other major VR controllers like Vive wands and Index controllers, as well as the other major consoles, Xbox and Nintendo Switch. While the Interhaptics tool says it supports PS5’s DualSense controllers, it isn’t clear if this will extend to the upcoming PSVR 2 controllers which include similar haptic capabilities. We’ve reached out to Razer for clarification.

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