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Virtual Reality can be pretty pricey to start out with, but if you’re really invested and have some cash to burn through, there are some amazing haptics out there. Mostly though these products are just barely out of their initial development with most of them not even being available to single consumers.
Haptic Suits are by far one of the most interesting(and expensive) virtual reality items available right now. They’re an emerging technology in the VR scene and offer some situationally accurate sensations. Though the name can be a little misleading since these “suits” are typically more reminiscent of a vest. Still, you’ll be able to feel the in-game events translated to a physical sensation on your body which just adds an entirely new layer to playing video games in VR. Since this is still a relatively new development, don’t expect 100% accurate sensations. These suits are more akin to a few dozen rumble packs spread out over your chest. Haptics suits will cost you a pretty penny at $300 up to $700. While expensive, these vests/suits are easily purchased if you have the funds to spend. If you want full chest coverage look into bHaptic’s TacSuit line which offers a 16 point($299) or 40 point($499) vest. Woojer on the other hand is focused on the back and responds to audio cues. The Woojer Vest Edge will run you $399.
These have probably been on VR fans’ radars for some time now. Virtuix initially presented a VR treadmill prototype eight years ago. Treadmills designed for virtual reality are one of the biggest stepping stones for immersion during gameplay. Physically running or walking through your virtual environment would further convince the mind that you’re truly in the game world. These devices are certainly slated to make VR much more engaging and a whole lot more exhausting. The good news is that you can purchase a VR treadmill right now from KAT Walk C, but it’s going to run you just about $1400.
Haptic gloves complete the virtual reality haptic trifecta. These gloves are going to be an absolute game-changer by improving a core aspect of gameplay in VR: using your hands to interact with objects in the game world. They are also looking like they’ll be the most advanced and intricate pieces of tech out of the bunch. There are two distinct categories right now, budget-friendly(loosely speaking) and cutting edge. At the most base level, the gloves will act as a controller and simulate the shape of an object in your hand. They’ll offer resistance as you pick up a solid object and can even mimic different levels of hardness. The gloves can form the shape of whatever you’re grabbing in-game so you feel it in real life. These less advanced gloves are not particularly easy but we can estimate a cost of between $250-$350 based on Dexmo’s virtual reality glove Kickstarter. As of now, they haven’t publicly disclosed a price and sell on a case-by-case basis. More advanced haptic gloves can accurately replicate sensations like softness, roughness, and moisture. They’ll even be able to change temperature based on what you’re holding. This of course comes complete with force feedback as well. None of these types of gloves have been released for your average Joe just yet. You can however get a quote from HaptX or SenseGloves, but the criteria for purchase eligibility is not known.
The Future of VR Haptics
Virtual reality is still going through some growing pains so these products aren’t particularly easy to get, but developers are still hard at work so they can bring these amazing haptics to the public. VR has progressed so much over these last few years that it feels like brand new tech is always just around the corner and we just might be there.
The Best Asymmetric Virtual Reality Games Out Now
Virtual reality is fun, but playing with friends makes it better. The problem is that not everyone can afford a VR headset, so we put together a few games you and your friends can play with only a single VR system.
5. Keep Talking and Nobody Explodes
Better talk fast because the clock is ticking and there’s a bomb in your hands! Available in VR and regular screen, Keep Talking and Nobody Explodes puts one player in charge of manipulated bomb components to keep it from blowing up. Another player is supplied only with a guide. The thing is that every bomb is different and the reader has no idea what your bomb looks like. Speed is vital. Communication is key.
4. Fast and Low
Shoot and move in this SWAT simulator game. Despite its less-than-finished appearance, this game has solid bones with “realistic” gunplay, suspect interactions, damage, and room clearing. One player can hop in on PC while another gets ready to get rowdy in virtual reality. Take your time as you move room to room searching out hostels, but don’t be too trigger-happy because some are going to surrender. Take them alive if you can.
3. Reiko’s Fragments
Do you want to scare the living daylights out of your friends and family? The Reiko’s Fragments might be for you. Virtual reality is already pretty terrifying with even the smallest of scares, but now your friends can take control. One person takes the reins and puts on the headset; the rest can pull up their phones and get to scaring.
2. Takelings House Party
This is a true party game. Grab a few friends with phones to take up the mantle of “Takelings,” thieving humanoids hell-bent on making your home life miserable. The person in VR needs to take these things out by any means necessary. That includes hammers, nailguns, toasters, and waffle makers. It’s still in early access but is worth a buy if you like party games.
1. Smush TV
Have you ever wanted to face your fear of being crushed under tetrominoes while electronic music pumps in the background? Smush TV is just that where a player in VR does their best to climb to the top of a Tetris tower while avoiding getting smushed. The other flatscreen player is on a mission to drop these blocks on the other’s head.
No, Shooting Guns in VR Does Not Translate to Shooting Firearms in Real Life
Guns and virtual reality go together like peanut butter and jelly. The shooter genre is one of the biggest in the VR space right alongside melee hack and slashers. Naturally, some people are bringing up the idea that video games may cause violence once again or rather may teach people how to be violent. There’s a mild connection there with VR being a highly interactive medium where you physically act out an action, but the truth is that there’s just not much you can learn especially with complex things like firearms.
It’s important to note that VR can only teach people to use firearms only as effectively as any other learning medium like books or videos. There are no special movements or techniques taught in VR that aren’t found elsewhere. In fact, I’d wager that most people who consume media on the regular probably already know how to load a magazine into a firearm and pull a trigger. These actions are already intuitive though and would be fairly easy to figure without instruction anyway.
Virtual reality can’t simulate the weight of a firearm nor dealing with concussive force from a gunshot. Virtual makes firearms simple. Reload. Click. Shoot. Easy. It removes all of the individual actions necessary for operating a weapon. It doesn’t teach you how to clear a malfunction or even load rounds into a magazine. Or control recoil and correct trigger pulling technique. The list is long. Although, manipulating firearms isn’t a particularly difficult process in the first place. Virtual reality doesn’t cover any of the things that make for a proficient shooter.
I’d even argue that virtual reality might actually teach terrible habits for people that might get into hobbyist shooting later on. The first is reinforcing poor trigger control. With real firearms, you need to be particular in the way you pull a trigger. Incorrect technique can throw shots off target by a lot. Virtual reality controls have more stability and little trigger resistance. They don’t require a consistent form.
Recoil control is something else that’ll suffer when using VR. With real firearms, recoil is typically controlled by tightly bracing it to your body or locking your wrists. Virtual reality is a different story. Most recoil control is done just by pulling the controllers down, yet another way to throw off your shots in real life.
Virtual reality isn’t effectively teaching anyone to use firearms. In fact it’s probably doing just the opposite. This is just a recycled argument of “video games cause violence.”
What Virtual Reality Needs to Become Mainstream
Virtual reality sure has a lot going for at the moment. It’s looking like everything might be coming together, slowly, but together nonetheless. Since Facebook’s purchase of Oculus, VR has become much more mobile and most importantly, affordable. With that being said, there are still some things that need to be addressed before VR starts running with the big dogs as mainstream consoles and gaming mediums.
Big Name Developers
Right now virtual reality has some absurdly high-quality titles available. The Walking Dead: Saints and Sinners, Half-Life: Alyx, and Beat Saber come to mind. The problem is that there are also a ton of really terrible games that are obviously VR cash grabs.
Independent devs have been the lifeblood of VR and their efforts have kept enthusiasts’ love for VR flowing. The only problem is that these studios don’t have the same resources as big Triple-A developers with gigantic publishers behind them.
Huge marketing campaigns are what is going to help virtual reality gain publicity and otherwise uninterested investors.
Affordability has always been an issue for VR, but it’s an issue that has constantly been getting better. Decent headsets can be found for less than the cost of current generation consoles. The problem is that there’s only one big producer of affordable, high-value headsets: Facebook. The Quest 2 is super cheap, but Facebook is more than making up for that cost by way of selling users’ information for ads.
Other producers of VR headsets need to develop systems that can match Oculus in price and omit features that make users sacrifice privacy. Doing this removes another hurdle from the average person buying into virtual reality.
Polish and Length
Last year we got arguably the best virtual reality game to date, Half-Life: Alyx. It had a lot going for it with an engaging story, perfected gameplay, and clean visuals. But maybe the thing that made it truly incredible was how polished it was. Bugs were few and far between, it was detailed, and the gameplay performed flawlessly.
Virtual reality needs games that are finished when they come out. No one wants to play bug-ridden games; they don’t want games that feel half-baked.
VR also doesn’t need any more $40 games that only last 3-4 hours. It’s too much cash for something that just isn’t worth the money. Virtual reality needs to fully transition from a mix of full games and “experiences” to full-length and completed games with fewer VR experiences. People want to dive into games for hours, especially good ones, but there are just not enough options out there.
Where to Go From Here?
Virtual reality’s potential is limitless. It’s already made so many great strides and is well on its way to being the best way to experience video games. It’s just going through some growing pains right now.