This could still lead to difficulties in broadening the gaming capabilities of the Vision Pro—it’s challenging to conceive how acclaimed titles like Batman: Arkham Shadow or shooters such as Arizona Sunshine II could operate without certain input methods.
Nevertheless, the patent implies that “the handheld input device may include a haptic output device to provide users with haptic feedback,” and the incorporation of haptics—vibration—can significantly enhance the gaming experience in virtual reality.
Engaging in Gameplay
Take, for instance, the game Synth Riders. Created by Kluge Interactive and available on both Apple Vision Pro and more traditional gaming-focused VR systems, it belongs to the rhythm action genre, akin to titles such as Beat Saber. Players are presented with orbs representing musical beats that rush toward them, requiring them to align their hands with the orbs’ positions to hit specific notes or follow their flowing paths.
On devices like the Quest or PlayStation VR, the haptics in the controllers gently pulse as you hit each beat and softly vibrate while you trace the trails, providing immediate feedback that lets you know whether you’ve succeeded or missed. This feedback enhances your ability to gauge hand positioning and arm movements within the game’s environment.
On Apple Vision Pro, however, your hands move freely through the air, tracked solely by the headset’s external sensors, with no tactile feedback to assist your performance. Consequently, the same game becomes significantly less precise and more challenging to enjoy—based on the author’s experience—on Apple’s device. Haptic-enabled controllers could potentially mitigate this issue, although they wouldn’t allow Batman to access his utility belt.
Yet, some game developers are quite content with the absence of controllers on Apple Vision Pro, including Andrew Eiche, CEO of Owlchemy Labs. This studio has been a pioneering force in VR development—its trailblazing game Job Simulator was the very first title announced for SteamVR a decade ago and has since made its way across various platforms including HTC Vive, PSVR 2, and, as of May 2024, the Vision Pro.
In this game, set in a future dominated by robots performing all work, players mimic the ordinary jobs of today, often for comedic effect. Even on platforms equipped with controllers, Job Simulator emphasizes player interaction with objects in office spaces or kitchens using virtual hands, making it a seamless match for the Vision Pro.
“At the moment, it seems like the industry is being ‘held back’ by excluding controllers, but I believe this is a necessary phase of growth,” Eiche told WIRED. “I would like to see VR—or XR, MR, Spatial, Immersive, whatever moniker we choose—become mainstream.”
“Hand tracking is accessible to nearly everyone. It’s a natural approach that allows you to avoid peeking out of a headset to recall what the ‘B’ button does,” Eiche continues. “This isn’t to say that controllers should be completely disregarded. I envision them being akin to smartphone controllers, serving as an accessory for power users who require precise control with distinct inputs.”