One of the things I'm going to experiment with is combining the gloves with my Decamove and the Natural Locamotion program. I've had the same thoughts about removing primary locomotion from the controller and relegating everything towards waist turning and alternative movement. Not due to comfort as I'm fine with analog, but due to the input load requirement of non standard controls. Treating my movement with the gloves like I'm in Resi 5 or something like that - primarily forward and backward movement with a little side to side, rather than Resi 6's typical 360 degree control scheme.Those are really cool. I still hope some day VR takes off but there's so many limitation ironically, that I feel like make it so I just rarely touch it anymore outside occasionally watching some content or showing friends/non gamers. We have to solve space and locomotion. I have space and I still find myself barely playing with my Quest 2 which was so freeing when I got it due to wireless (a game changer to me). But I always still worry about hitting things, eye strain, clearing/allotting space for that vs hobbies like painting etc
It's just tough, I love VR but we're just not there yet. Hopefully with stuff like those gloves. We keep getting closer. I still think locomotion is the single greatest challenge though
I made a post in the armored core 6 thread about how I play the game. I'm about to add the xbox adaptive controller to this control scheme to use as glorified wrist or foot pedals for shoulder weapons! VR needs to go a similar way. Even when sitting down and relaxing, we've got to lessen the weight load of the controller/analog stick on our thumbs to allow for alternate control methods like gloves and the use of the rest of our bodies. Accessibility issues are still important though, we shouldn't forget other control schemes for those who require ROM assistance devices to VR, desktop, or couch game.