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"It’s the most elaborate system I’ve seen
and really does seem to make a difference"

The community for accelerating the success of the consumer virtual reality industry.



bHaptics' TactSuit is VR haptic feedback done right

Every now and then, we come across a new attempt to bring haptic feedback to VR, but we've yet to see one that's fully convincing; those that are still around tend to be both pricey and far from ready for the market. Well, this is apparently no longer the case thanks to bHaptics. At HTC Vive X demo day in Shanghai, I got some hands-on time with this Korean startup's TactSuit, a wireless kit consisting of a haptic mask (which is a rarity), two haptic sleeves and a haptic vest. The fascinating part here is that it comes with a total of 87 feedback points, which is a lot more generous than what the other suits offer. It'll also cost less than its direct competitor, Nullspace VR's $549 Hardlight suit which only has 16 feedback points.


TactSuit By bHaptics Wants You To Feel Virtual Reality

A lot of individuals and companies are taking measures into their own hands to enhance our experience within the virtual world. We’ve recently talked about ‘Sarotis’ by Interactive Architecture Lab who is creating a synthetic skin that helps you feel the difference in pressure in various VR conditions. There’s also companies such as HaptoTeslasuit, and VRGluv who are trying to bring haptic feedback into the VR space with various solutions. While these are all fabulous ideas, a company by the name of bHaptics (based in South Korea) might be the bread-winner with their upcoming product,TactSuit.


Haptic Controllers are changing the Relationship with VR and Lets You Feel the Pain.

The bHaptics Tactal VR Mask is a mask containing seven advanced haptic motors. Thanks to it, by poking your head out the window of a virtual car you will feel the wind rushing past your face, or raindrops falling on your cheeks.


Heat-feeling controllers and VR football: The best of HTC Vive X Demo Day

...Not only is it effective, it's able to produce a number of different effects. We could feel things being thrown at our head (ouch), we could feel swords slashing our midsections, shotguns hitting our sides and, most terrifyingly, a bomb. Oh, and we also got injected by a huge zombie monster. That was not fun, but it did make for an incredible experience.


bHaptics’ TactSuit Promises Better Actuator-Based Haptics at a Lower Price-Point

...Everything in the TactSuit kit is wireless (Bluetooth Low Energy), which includes a vest and two ‘Tactosy’ arm bangles. There’s also a head-mounted haptic piece that wasn’t present at the show, which bHaptics explained to me was because it’s still in prototyping, and that unlike the picture shown below, which is more of a headband, it would either replace or fit over the foam gasket in either HTC Vive or Oculus Rift.


Everything You Need To Know About VR At Gamescom 2017

This is one of the companies that stood out most during the Vive X Batch Two Demo Day. They’ve got sensors to outline the face pad of headsets, wristbands with vibrations functionality, and a full-torso vest you can wear over your actual clothes. It’s the most elaborate system I’ve seen and really does seem to make a difference.

Expect to be able to demo their haptic sensors at Gamescom this year.


BHaptics Showcases Hapic Device TactSuit At HTC Vive X Demo Day

...With such a large amount of actuators providing feedback bHaptics can then supply even more realistic sensory simulation, which a device with fewer could not. For example, rather than multiple gunshots feeling like just the front of your body was being hit, you could actually tell if you were shot in the chest or abdomen. Or how about an insect crawling across your face or putting your arm up to defend against a punch.

This can be achieved through bHaptics in-house editing software that supports Unity. It would allow developers to create haptic paths across the individual feedback points for certain gameplay scenarios. The software also features an option to select the force each point outputs, as well as how rough the vibration can be.