controlvr-gloves2

As reported earlier, Control VR have been going out of their way to demonstrate to the VR community that their upper body motion capture system which incorporates some pretty awesome finger tracking data gloves, is completely awesome and well worth the $600 entry fee (for the dual hand pledge tier at least).

This video includes ggodin, who we quoted in our last report as one of the first users to zip over to the Control VR office to have a go with the system. He seemed impressed in that report and the video seems to back that up nicely.

Control VR are $6.5k away from their $250k goal as of writing, so it seems this round of proactive is aimed at pushing their tital as far beyond the goal as possible. As yet, no stretch goals have been announced.

As stated, we’ll be going hands-on with Control VR at E3 this week. Stay tuned.

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Based in the UK, Paul has been immersed in interactive entertainment for the best part of 27 years and has followed advances in gaming with a passionate fervour. His obsession with graphical fidelity over the years has had him branded a ‘graphics whore’ (which he views as the highest compliment) more than once and he holds a particular candle for the dream of the ultimate immersive gaming experience. Having followed and been disappointed by the original VR explosion of the 90s, he then founded RiftVR.com to follow the new and exciting prospect of the rebirth of VR in products like the Oculus Rift. Paul joined forces with Ben to help build the new Road to VR in preparation for what he sees as VR’s coming of age over the next few years.
  • Alkapwn

    Are you guys looking into getting a hands-on with Control VR? I’d very much like to hear your take on their hardware given the vast experience you guys have testing so many input products and prototypes.

    • Paul James

      Both Rev. Kyle and Ben did indeed get time with Control VR. There’ll be impressions plus video hands-on coming soon.

      • Alkapwn

        Awesome! Can’t wait! I’m really curious to see how it stacks up with the STEM. Part of me wishes that it’s even better and closer to the optimal input device. The other part, the one that bought the STEM, hopes that I didn’t jump into the input segment of VR too soon.