http://www.roadtovr.com/hands-on-oculus-touch-2016-prototype-brings-refinements-to-an-already-elegant-design/
Oculus Touch won’t launch until the second half of 2016, but the company continues to iterate on the impressively ergonomic VR controller. We went hands-on with their latest prototype at GDC 2016 last week.
This article discusses the changes between the Touch Half Moon Prototype (mid-2015) and the latest Touch 2016 prototype. For a more substantial overview of my thoughts on Touch as a whole and how it stacks up to the competition, be sure to read our initial hands-on:
Oculus Touch is an Elegant Extension of your Hand for Touching Virtual Worlds
Although Oculus focused the spotlight on their gamepad-only launch titles at GDC, some of the most impressive Rift games we saw were built exclusively for Touch.
When Oculus first revealed Touch back in mid-2015 they showed us the ‘Half Moon Prototype’. What I’m calling the ‘2016 Prototype’ is the version of their VR controller that they first teased us with on the last day of 2015 (and were never shown in the flesh until after the New Year); the 2016 Prototype is visually distinct and no longer holds the ‘Half-Moon’ designation. Technically the version we tried was Touch ‘Engineering Sample CO6AC’.
First and foremost we can see that the Touch 2016 Prototype has had its IR-LEDs (part of the tracking system) covered over with IR-transparent plastic for a more sleek look. The rest of the shape has been tweaked slightly, most noticeably on the triggers and handles which are more rounded.
The biggest changes come to the thumbsticks and button layout. Although not included on the initial Half Moon prototypes, later Half Moon variants would see an ‘Oculus’ button included on the controller, and this has carrPost too long. Click here to view the full text.