The future of creative input for virtual reality headsets is an exciting yet unfinished journey. Logitech's MX Ink and Muse styluses are painting a picture of what's to come, but there's still a long way to go.
The Quest for Creative Control
Logitech's MX Ink, priced at around $130, is designed for Meta's Quest 2, 3, and 3S headsets. It has been available for over a year, offering a unique way to interact with Horizon OS. With the Ink, you can launch apps like Figmin XR, Vermillion, and Gravity Sketch with a simple click of a button, acting as a laser pointer or remote control.
However, many apps on Quest also require the use of a Touch controller in the other hand. This dual-input system is a step towards more natural interactions, but it's not without its challenges.
Apple's Vision Pro: A New Frontier
Logitech's Muse, on the other hand, is a more recent addition to the market, released alongside Apple's visionOS 26. It marks Apple's entry into the world of motion tracking, offering a new way to 'work, create, and collaborate' with Vision Pro. Apps like Freeform and Notes now support the Muse pen, allowing users to sketch intuitively on any vertical surface.
But here's where it gets controversial: both the Ink and Muse charge via USB-C, and while they can be used while charging, this feature is not supported by Quest or PlayStation VR2 controllers. Battery life varies, and the need for additional controllers or hand tracking support adds complexity.
The Quest for Precision
In theory, these styluses offer a more precise and compact alternative to traditional controllers. In practice, however, many apps on Quest still require additional controllers, and hand tracking support is often treated as a separate input mode.
We've come a long way since 2016 when we first painted in 3D with a Vive wand. Now, we have pocket-sized wands like the MX Ink, but the journey towards seamless and intuitive creative input continues.
Both Apple and Meta envision a future where 3D tracked precision input is the norm, but their operating systems and developer ecosystems are still catching up.
The Thrasher Experience
Surprisingly, MX Ink support in Thrasher on Quest offers a unique and fun experience. Games that involve wands, whether for music or magic, could benefit from these tools. Thrasher showcases how spatial inputs and tracking have evolved since 2016, offering a glimpse into the potential of these technologies.
As developers continue to explore and support these inputs, and operating systems improve their integration, we'll see a clearer picture emerge. The future of creative input is an exciting adventure, and we invite you to join us on this journey.
What are your thoughts on the potential of MX Ink and Muse? Do you think they'll revolutionize creative input in VR? We'd love to hear your opinions in the comments!