CtrlAltStudio adds Xbox 360 controller support

For OpenSim’s Oculus Rift users, the standard keyboard-based interface leaves a lot to be desired, due to the fact that, with the headset on, you can’t see the keyboard.

A video game controller, however, is designed to be used without looking at it.

Yesterday, David Rowe, the developer behind the Oculus Rift-friendly CtrlAltStudio viewer announced that it now had support for the Xbox 360 video game controller.

(Image courtesy Alphathon via Wikimedia Commons.)

(Image courtesy Alphathon via Wikimedia Commons.)

The controller can be used to control movement — including flying — and cameras.

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Maria Korolov

Maria Korolov is editor and publisher of Hypergrid Business. She has been a journalist for more than twenty years and has worked for the Chicago Tribune, Reuters, and Computerworld and has reported from over a dozen countries, including Russia and China. Follow me on Twitter @MariaKorolov.

3 Responses

  1. n.j.zwart@gmail.com' Nick Zwart says:

    That is good news, thanks to David! I already did some presentations with the CtrlAltStudio viewer in real 3D, with two beamers and passive 3D glasses, which was great. Keep it up!

  2. lmpierce@alcancemas.com' lmpierce says:

    Yikes, and the average person won’t be intimidated by a game controller? And this still doesn’t address the desire to text chat in virtual worlds.

    You know what would be handy-dandy? A small iPhone-sized camera on the Oculus Rift and a simple button or command that switches the OR to real-world view. Then, we’d have both environments (virtual and real) fully visible at the touch of a button. Besides being able to look at the keyboard, or a numeric keypad, or a notepad where we might want to write something down, we could look up from our work when someone enters the room and see them without having to quickly yank off the headset.

    In the meantime, nothing could be easier or feel more natural for navigating virtual worlds while seated than using a SpaceNavigator. And while building, controlling the camera with the SpaceNavigator is the only way to go.

    I can see the game controller for game-like virtual worlds, but if there are to be inroads using VR in other endeavors, the keyboard will continue to be essential and need to be readily accessible.

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