Oculus Touch Is $199, Shipping December 6th, Final Design Revealed

by Jamie Feltham • October 6th, 2016

As expected, Oculus today announced both the price and shipping date of its Oculus Touch position tracked controllers for the Oculus Rift.

The controllers will cost $199 and ship on December 6th. Oculus revealed the news at its keynote speech for the Oculus Connect 3 developer conference in San Jose, California. Check out the final design in the new images released today. The biggest different is the improve analog sticks. Pre-orders start October 10th.

oculus-touch-5

As you can see, Touch consists of two handheld controllers shaped for your left and right hands respectively. With them you can bring your hands into a VR experience, reaching out to interact with objects and items. Both devices also feature analog sticks along with triggers and face buttons as well as gesture recognition.

It’s essentially Oculus’ answer to the position tracked controls found in the HTC Vive, which come included with the headset for $799. Both the Oculus Rift and Touch together will cost $798, putting them at very similar prices. Oculus is set to integrate Room Scale tech too, with extra Oculus sensors going on sale soon for $79. Rift and Vive are now neck and neck.

oculus-touch-3

Two new titles are joining the kit. They’re Insomniac’s The Unspoken and Sanzaru Games’ VR Sports Challenge.

Every set of controllers will come with an extra sensor, identical to the one included with the original Oculus Rift, to enhance the tracking capabilities of the set. Oculus Medium, the company’s VR creation app that’s on display at Oculus Connect 3 this week, will also be included with every purchase as will a plastic stock that houses one controller and then fits to the end of a Rock Band plastic guitar for use in the upcoming Rock Band VR.

More to come…

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  • xGryfter

    Super fucking excited for this! These look so good.

  • Starman3482

    So you need to $600 Oculus and the $199 Touch and an extra $79 sensor for full room scale? So it’s really $279? Am I seeing this wrong?

    • David Dewis

      I’ve seen Youtubers do room scale with touch controllers (Dev have had them for a while) fine with 2 sensors in the same positions as Vive uses.

      • Starman3482

        So have I with their short little cords, third party Razer hydras and using Valves chaperone… It’s possible but not refined. Either way they are months and months late to the game I’ll stick with my Vive.

        • David Dewis

          You dont need third party controllers with touch and Oculus announced their own chaperone called guardian. Plus the cables on the sensors are pretty long and work with extension cables.

          • Starman3482

            Good to hear they are getting around to offering something comparable to the Vive. And great to hear they are using their own software now. I know you don’t need third party controllers, but you did for months since that was the only option. To little to late.

        • Jad

          Good for you. Now go and play with your Vive instead of trolling.

          • Starman3482

            Not trolling but let’s not act like they are all of a sudden to go to system when Vive has been doing this for months. And lets not tell people they don’t need third party controllers when they did. It’s not perfect and Vive is way ahead of these guys without having be be shady about it.

          • Frank

            Vive definitely got there earlier, but now they’ll have feature parity.

            And they’ve spent the intervening months iterating design choices, making it all better. It’s entirely possible that Oculus leapfrogged them (slightly, because let’s face it, the capabilities are pretty much the same).

            Happy days, let’s high-five in VR like we’re supposed to, finally. I’d say “thumbs up”, but Vive wands can’t do that. 😉

          • ThreeOlives

            Is it even parity? The Touch controllers have far more modes of input on them. They should enable a much greater degree of interaction and control. If the tracking is as good as lighthouse they should be better I would think.

          • G-man

            the rift, trigger, thumbstick and three buttons with touch sensitivity on the buttons. vive, triggers, trackpad that can emulate a thumbstick, and many other controller types. and acts as a button with multiple regions trackable to emulated buttons. easily as many as 6 on a track pad. they are pretty much the same.

            also valve has open sources the tracking system so people can design whatever controllers they want with as many inputs and any design they want.

          • ThreeOlives

            I mean, you’re technically correct but I would not consider that a comparable alternative any more than I would consider a mobile phone the ultimate controller. Sure, you can emulate all kinds of stuff on a flat surface but I personally don’t want to use trackpad any more than I want to use a virtual gamepad on my phone. While I love my Vive, I despise the trackpads. I think they are terrible for pretty much anything other than emulating a mouse. It’s horrendous as an analog stick replacement and if you try to emulate more than 4 buttons on that thing you’re gonna have a bad time I think. Obviously this is personal opinion and you may think they’re the greatest thing ever invented. Valve obviously loves them since they’re on Steam controllers too. I’m sure my feelings for the touchpads have something to do with my excitement for Touch lol. I’m also not taking 3rd party controllers into consideration because the vast majority of people won’t have them. Unless HTC starts packing in different controllers people will be nearly exclusively using the Vive wands. 3rd party controllers are niche products on all platforms.

          • X Lord B

            Nope not the same.. the touch controllers actually track all your finger movements in real time.. including the fact they have capacitive buttons.. means the buttons know if your finger is on them or not.. Also the haptics are strong on the touch and the fact you can point your finger or make nay gesture and press buttons in game with your finger rather than having to press a button on the controller… i mean there is no competition there.

          • G-man

            it not tracking your fingers at all, it just detects if something is touching the button or not, exactly like the track pad on the vive controllers detects if something is touching them only that also detects where it is touching. so while the touch is limited to knowing if your finger is on a button or not to do one gesture or another, the vive controller could be used to have stages of animated gestures based on where you touch the track pad. of course, who wants or needs that? the fact its not very useful means no one has created that system yet but theres no reason the vive couldnt do it as well or even better than touch because the trackpad is better technology than a touch sensitive button.

          • X Lord B

            no if you watch the demos you actually see the fingers tracked properly

          • X Lord B

            There is capacitive buttons but the fingers are also tracked.. look at the three bottom fingers in any demo and you see they get tracked,, including when you give a thumbs up.

          • G-man

            the touch pad on the vive controller is touch sensitive and trackable, so the controller could have even more touch track points than available with the button on the rift. just no one is bothered to implement such a mechanic

          • Get Schwifty!

            After months of unchecked slobbering Vive fanboy-ism the tables are turning a bit and they aren’t happy in the least. Just check out the “Santa Cruz” code-named inside-out tracking headset using a modified Rift…. Oculus wasn’t sitting on their hands, they are actually playing a much bigger and broader game than the HTC/Vive which is just focused on gaming. Now the folks who were less wise and just jumped on the Vive without much thought might be internally having some buyers regret methinks.

          • Get Schwifty!

            And why shouldn’t they become the go-to system, just because Vive beat the market by a few months they can’t be challenged? By most accounts the HMD is a superior ergonomic, and now with a better controller setup for most cases. If you don’t like Facebook then there is no arguing with you, but lets not all act like the Vive has a lock on things, it doesn’t, and by all measures the Facebook ownership is going to pay big dividends to push VR, for gaming and otherwise.

          • X Lord B

            you should have gone to best buy and given the touch controllers a try.. then commented about them.

          • Starman3482

            Any up votes come from sore Oculus owners now cough up the $279!

          • Get Schwifty!

            No one’s sore, you’re just trolling… 😉 And btw, it’s only a $79.00 difference if you want to ensure tracking; tracking actually works well even with just two cameras at $799.00 USD.

          • Starman3482

            Get salty is more like it.

    • The wording is pretty horrible. You can do roomscale on par with Vive with 2 sensors, but you can expand and improve by adding more.

      • David Dewis

        Exactly. I intend to get touch, then buy a 3rd sensor later if and when I feel its needed.

      • Starman3482

        Can but they are saying in multiple places to get it like the Vive you will need three I don’t care what youtuber’s are doing Oculus says you need there for Vive like room scale. And the three camera bit is coming from Oculus themselves so….

        • Karon

          They never said that. Stop lying.

          • Starman3482

            Go check some blogs, engaget, kotaku, arsteknika some others…. Not lying go look.

          • David Dewis

            TomsHardware state that all the demos of Touch were on a 4ft by 4ft using 2 sensors. That’s more space than most people have. And officially, Oculus stated that Roft was a seated experience only, and yet I’ve played many games where I stood and walked around the room.

          • Starman3482

            Did you look?

        • Buddydudeguy

          You are WAAAAY obsessed with this. Just because “Oculus said so” too. Hilarious. Get this through your head….a third sensor increases play space. That’s it. Two sensors does not exclude “roomscale”.

          • Starman3482

            Bro I get it, but if you want to same level as the Vive you get to shell out another $79. I don’t get what you don’t understand man I really don’t.

          • Buddydudeguy

            Two sensors IS ” on the same level as the Vive”. A third is just icing. You don’t even have a Rift do you? You’d know two sensors in opposing corners easily support a play space larger than most people even have. A third sensor will simply increase that space. You are reading into this way too deep. How about this, go do 5 min of research, then come back and take your foot out of your mouth.

          • G-man

            they clearly said in the conference yesterday that two cameras is needed for “360”< as in to turn around with the touch controllers, and that you need more sensors to do room scale.

          • Get Schwifty!

            So it’s $79.00 more…. this is the final recourse of the argument, except it’s incomplete; you have to also factor in a superior experience with the Controllers (they are better in use than the Wands) and the fact you also get (whether you want it or not) an Xbox controller. Small price to pay for a system which exceeds Vive on several fronts at one time.

            Remove the Xbox controller, and the price falls down to about $829.00 as a bundle, a small price difference to pay for a distinct difference in ergonomics. Seems more than fair to me.

      • Buddydudeguy

        Exactly…tell that to these morons who are getting all confused. It’s baffling really. They cant be bothered to do research and/or haven’t been keeping up over the last few months, yet they hang ALL OVER this third sensor= “roomscale” thing.

    • GarynTX

      So the Vive was cheaper after all.

      • Starman3482

        Without a doubt, I’ve gone over some other reports and can say for sure it will be $279 for a Vive like experience. I don’t care what youtubers are doing with two sensors they are saying to get full room scale you need three so $279 for $879!

        • David Dewis

          what information are you basing this claim on? You have video evidence online of it working with 2 sensors, but you ignore it and refute it based on what?

          • Starman3482

            Read some of the announcement’s on other Blogs they mention you need a third sensor, they hint at it here. They are getting that info from somewhere I’ve read it on about three blogs so far. I hear you on the 2 sensor bit but I keep reading three. Google Oculus Touch and read the top 5 articles.

          • Paulo

            Clearly Oculus’ definition of “roomscale” is much larger than what Vive users have. 2x2ft is max from what people have said in the survey. 2 cameras will do that fine and its been proven time and time again.

          • Starman3482

            We will see but it don’t take away the fact they are saying three.

          • Paulo

            Doesn’t matter. Two opposing cameras will work with every roomscale game on steam. If i want a larger playspace then I will add a camera. Is that even possible to do with the basestations today? No.

          • Starman3482

            Oh I see you own an Oculus, I figured you guys would be on the you only need two bit. Well see man.

          • Buddydudeguy

            “bit”? What is wrong with you? Did you fall on your head?

          • Starman3482

            I’m reading too much stuff like this to listen to anything you’re saying.

            The eagerly-anticipated Oculus Touch controllers begin shipping on December 6 worldwide, with a price tag of $199. Combined with an array of three Oculus sensors ($79 for the third), Touch will support room-scale VR.

          • Nashoba Darkwolf

            man vive owners like to grab at straws more than religious fundamentalist and mac fanboys.

          • Starman3482

            I feel the same way about Oculus fan boys that are in denial.

          • Buddydudeguy

            He doesn’t get it. Haven’t seen someone this dense in a while….

          • David Dewis

            A quote from TomsHardware:

            “The controllers require a second Oculus Constellation sensor to function and Oculus includes it in the box. Oculus confirmed that there are multiple possible configurations for the sensors. The default configuration places both sensors in front of you with one on either side, facing towards the center. 

            If you wish to take advantage of a larger play space, Oculus Touch supports diagonal positioning, similar to the Vive’s base station placement. This configuration opens the play space up a little bit and enables 360-degree tracking, but there’s yet another optional configuration. Since day one, Oculus put emphasis on seated and standing experiences, but it turns out the company has a plan for full room-scale VR, as well. However, there is a bit of a catch.”

            Two sensors can be used to set up 360degree tracking and roomscale. Yes you can buy additional sensors. Yes I will probably by 3 and set them up at 120degree angles from each other to prevent occlusion, something that the Vive also suffers from at time. But it is optional.

          • Starman3482

            I agree with you, the whole point is to get to a Vive level you need to shell out another $79. That’s it end subject. That’s the point. To get to a Vive level, that’s it. That’s all were talking about. And it will cost $79 more than the Vive set up.

          • David Dewis

            Which level are you talking about? With 2 sensors, you can play in a 360 degree environs meant with movement. The only restriction is the field of view of the camera. That’s the only reason for the 3rd camera. Too cover spots that 2 cameras couldn’t. But considering most VR consumers only have the space for standing VR and very few will have enough space for a larger play area. Can you deck out a whole room with 2 sensors, no. But unless Oculus actually use software to prevent roomscale without a 3rd camera, I’m certain from the evidence I’ve seen that it will run just phone for most people with 2 sensors.

          • Get Schwifty!

            The point is that its not “just getting to a Vive-level experience”, it’s about exceeding it ultimately with a nominal difference in price (really, $79 is that big a deal). You simplify to feel good about your purchase, its okay, its normal for humans

          • X Lord B

            Ok starman listen.. Ive been following touch controller videos sensors and also announcements for nearly a year. It stands to reason I should comment here about the fact reviews so far of the touch controllers are regarded as amazing. Ive also seen people Using the touch controllers in roomscale setups with only two sensors… ive also heard youtubers saying that two sensors in roomscale for oculus gives exactly the same tracking experience as 4 sensors never mind 3. So on to why oculus states optional third for roomscale… Because if people buy a third sensor – oculus gets more cash…. The third sensor is essentially not needed unless your room is the size of an airplane hanger. So this also stands to reason that any sales outlet will mirror what the oculus developers have stated.. its all about the money any person with logical thinking can see that. I say this because the amount of evidence in favour of being able to do roomscale with only two sensors is enough. Why do you think they have said that you need a third sensor then released the ability to buy a third sensor knowing it will net them some extra cash.. even though evidence shows two sensors to me more than enough for anyone living in a normal apartment.

          • Starman3482

            No way I’m reading all that, I only care what Oculus says go watch the whole keynote and pay attention when they talk room scale. Especially the part where they all laugh before he talks about it.

        • GarynTX

          Sounds like whoever bought a Rift, got Rift off.

          • X Lord B

            Nice troll statement..

      • David Dewis

        You dont need a 3rd sensor, its optional. I’m watching the keynote live. They never stated you needed the 3rd sensor, they simply announced you could buy extras if you want. Vive also works better with extra sensors. Less occlusion in both situations.

      • Kenneth Harcourt

        No. The Rift includes an Xbox One controller. Unnecessary for many, but still a part of the package.

    • Joey G

      I hope the $79 extra sensor comes with a very long cord.

      • David Dewis

        USB 3 extention cords work fine. I have one on my sensor for higher placement.

    • Shane

      Both the Oculus Rift and Touch together will cost $798. You get 1 extra sensor at that price to arrange in either in a 2 camera front facing setup or 2 diagonal camera setup like other room scale HMD’s.. The $79 is if you want 3 or more cameras for additional tracking finesse and reduced possibility of Touch occlusion in more challenging hand positions.

      • Starman3482

        It sure is, and I can get that sweet finesse on the Vive for $79 cheaper. Up voting you’re own comment really Shane?

        • Shane

          The Vive still has the same hand Occlusion issues as the Rift. The 2 laser diagonal setup does not protect you from occlusion anymore than the Rift 2 camera setup. Sorry to burst your bubble. LOL

          • Paulo

            Actually right now you cant add extra base stations.

          • Shane

            I guess that means Rift will have better ability to eliminate occlusion until Vive adds the option to add more base stations. I am not saying Vive isn’t at an acceptable level but the added occlusion elimination on the Rift is just a bonus.

          • G-man

            the rift needs more sensors because it’s tracking system is by design inferior. having just leds on the headset and controllers means the camera has no idea what led it is looking at. meanwhile the vive the sensors on the controller are identifyable so just from one track point the system knows where that point is in space, and with a second it knows the exact orientation of the controller. occulus can’t track with only 2 leds from a controller/headset. so it needs more sensors.

          • JustinConstantino

            its by design *more simple*. i fixed your sentence.

          • G-man

            inferior is an appropriate word

          • DM

            The LED’s oscilate at different frequencies, thats how the tracking camera’s can tell which LED’s they are looking at.

          • G-man

            the rift camera setup doesn’t understand what led it is detecting. so if you occlude the controllers half way then it doesn’t know for sure which half it is seeing. unlike the vive system which the sensor in the controller does know where it is located on the controller and so it knows where that point of the controller is in space so from as little as two point of tracking it can triangulate the position of the controllers. the only time i’ve ever lost tracking is if someone else is stood in the play space literally blocking an entire lighthouse.

        • djabor

          actually, there’s 2 sides to this.

          for 360 12×12 2 sensors will be sufficient. for 15×15 oculus ‘recommends’ the third for what they call ‘full roomscale’.

          But at the same time oculus introduces Async Space Warp, which effectively reduces cost of VR pc to $499 and a complete set at a MSRP of $999, placing WELL under the cost of a full vive package.

          So while for you and another %7 of PC owners the PC hardware is already up to par, for %60 of people who’s PC were not up to par, suddenly, with a software-update, the VR package has become sufficient, effectively saving them $800 bucks and the remaining 33% about $200.

          Saying the vive is cheaper is only true for a lucky few.

          • ThreeOlives

            Get your logic out of here. Don’t you understand? Vive had wands first, at a time where a fraction of a percent of the eventual VR install base had systems. At time which is practically irrelevant. Because of this, they win, no questions asked. No one else can ever compete. Doesn’t matter if more capable controllers or better software that improves the experience and opens the door for millions who couldn’t previously afford the price of entry. They were 6 months late to the party they may as well file for bankruptcy now.

          • JustinConstantino

            well personally i HATE the touch-pads on the wands…thumb sticks are just feel so much better…

          • Get Schwifty!

            Wow – apparently this guy doesn’t understand that Facebook through Oculus has a major commitment to VR that in their own words will take decades for adoption which they are planning around, and they realize things won’t go smooth all the time but they are in it for the long haul. When the install base for both systems is *maybe* approaching 250,000 units in the field declaring any kind of winner is an absurdity at this point (and no question the Touch will improve this standing). Truth is, both systems appear to do pretty much the same things, except the clunky raptor-wand style of the Vive is looking very pale next to the Touch.

        • KSE1977

          The question is how good the touch controllers are. Early press has them being ver impressive, that, to me may be the biggest real difference if we outfit both the same way.

        • Vive has inferior controllers and don’t forget that with the Rift you also get an XBONE controller in addition to all the same components that the Vive has. Oculus also paid for full-fledged Touch games to be developed. The Vive essentially has a bunch of tech demos at this point.

          • Starman3482

            Not really, they have been out around 6 months. Vive has been so ahead of Oculus it’s not even comparable.

          • Kenneth Harcourt

            Also let’s not forget, when it comes to the hmd itself, the Rift comes out on top in terms of comfort, practicality and clarity of display.

          • G-man

            vive controller are superior, because they actually exist as a product you can buy, and have a better tracking system and can do everything the touch controllers can do. touch sensitive buttons? hello, the steam controller called, it wants its several years old tech back. pretty much everything on the rift is a rip of of the vive with a slight tweak just enough that they can’ get sued.

        • JustinConstantino

          just dont have any mirrors in your room, or occluding objects, or you know dont want to move your vive around to different locations. seriously anyone who perpetuates this RIFT vs ViVE bullshit should go croak in a ditch.

        • AnonFlow

          Async Space Warp might make me sell my vive.

          Only going vr in the end for star citizen.

    • djabor

      and ~$200 less for the PC requirements ASW introduces.

      • Sky Castle

        Still more expensive for those that already have a VR ready PC and need to choose between the Vive and Rift

        • djabor

          yup, but that is less than 7% of the market.

    • Buddydudeguy

      You don’t need a third sensor.

      • Starman3482

        Well that’s not what’s being said man.

        • Buddydudeguy

          Dunno what to tell ya if you cant be bothered to do a wee bit of research. I don’t care how they’re wording it, “roomscale” works fine with two sensors. Evidence is all over YouTube, namely the streamer RealitycheckVR. A third sensor will simply allow for a larger play space. I don’t understand why this third sensor= room scale thing is so controversial.

          • Starman3482

            I really don’t care Buddy, they are saying three for the same precision as the Vive. It’s not about coverage it’s about accuracy. I’ve seen his videos. Still don’t change anything buddy they are still recommending three for the best quality experience, or you can use two and wing it.

          • Buddydudeguy

            Yeesh you are impressionable.

          • Starman3482

            Back at you.

          • Buddydudeguy

            Back at you?? That doesn’t even make sense. I’m not the one hung up on the “third sensor = room scale” thing. You don’t seem to have any knowledge at all about the Rift, the sensors or how well two sensors track> climb back into your Vive hole. A third sensor is optional to INCREASE the play space. The info you are hung up on does not mean what you think it means. Room scale in every sense of the term is possible with two sensors.

          • David Dewis

            I watched the Keynote live. At no point did Oculus ever state “We need 3 sensors to match the Vive”. For a start, that would be PR suicide. As others have said, the 3rd sensor is there to reduce occlusion, especially in larger play areas. Valve have 2 definitions for VR; Sitting and room scale. Rift have 3; Sitting, standing 360 (which will give the same play space as we currently have but with the ability to turn around) and room scale which is having dedicated room/large play area. This is when they suggest the 3rd sensor to reduce occlusion. But too many people have already shown ‘roomscale’ working with touch using 2 sensors already to suddenly be wrong.

        • Buddydudeguy

          Gee wiz golly gee, my bad. You don’t need a third sensor for room scale* how’s that?

    • Buddydudeguy

      Yup, you’re seeing it wrong!

  • so what does my “reserved place in line” actually mean now?

    • David Dewis

      Preorder, but its first come, first serve.

      • but i already preordered on amazon BEFORE the announcement so it’s kinda useless no?

        • David Dewis

          Keep both and see who has them first. Oculus will probably have stock months before Amazon.

        • G-man

          why would you pre order them on amazon when oculus told you you get a reserved place? i know they have completely messed up every launch so far but they will have their own product to sell before amazon does.

          • you basically answered your own question… also there were people still waiting for their preordered rifts after they were for sale on amazon…

  • Chieftexas
  • DougP

    3 cameras plus the base use of ports – wow, there go all the USB ports.
    Wonder how much processing on PC side handling all of those video streams.
    Q: how long are the usb cables?

    Re: “$79. Rift and Vive are now neck and neck”
    “Neck & neck”, well $79 more for similar tracking capability, way more USB ports & PC processing to handle it….oh, and missing a built-in camera. Not exactly neck & neck.

    • Get Schwifty!

      Apparently you are unclear of the big picture, Oculus went the camera approach for a very good reason; they are working on an inside-out design they are already demoing; lighthouse doesn’t work in this case and never will. The truth is Vive (for a slightly lower price, worse ergonomic HMD and inferior controller setup) jumped the market to get going; Oculus took their time for a much bigger play for slightly more expensive design.

  • David Appleby

    Can’t wait to try Medium. Unspoken is a nice add.

  • G-man

    took them a year to improve the analogue sticks?

  • BigC208

    Interesting discussion. Seems to be a (rather violently stubborn) consensus that Oculus is $79 more expensive for equal or somewhat better (less occlusion) rooms ale performance. I preordered a Rift when the preorder opened. Spend about $3000 on a GTX980ti tri SLI system last year. Forgot how much money I’ve blown on CH, Thrustmaster and lately VKB and Crosswind Controllers. That $79 is not going to break the Bank folks. As far as I’m concerned we’re all on the same team at the Dawn of consumer VR. I’m primarily a simulator guy but going to get the touch controllers and see what it all amounts to. May even get a workout out of it. I hope we now, finally, all get to experience roomscale VR. Everyone enjoy your expensive toys in good health.😀

  • Jeff

    I still prefer VIVE controller & trackpad.
    I hate analog things.

  • ron

    I guess until I can afford all these goodies, I will stick to my Samsung gear VR & my Asterion VR fan 🙂 together under $99. I know the VIVE & RIFT are on another level 🙁 oh well Christmas is around the corner.

    https://uploads.disquscdn.com/images/35a73e051228158e2a238e1bb216b21b1e7e1e3227fa9e6af1e455405a296d18.jpg

    • Paulo

      wow! thanks for sharing this. I just might use my gearVR more often now without the overheating.