>>278041201
>those don't actually translate into something worthwhile in-game since interactibility is so low
Go try Boneworks, because it's exactly what you think you want. I liked it, but it's full of examples why that's incredibly hard to get right, and at times detrimental to making a fun game.
>Devs only try to push out their shovelware while strictly adhering to the control standards of the existing controllers without even bothering to try anything new.
You can't develop for controllers that don't exist, and there's no way for game devs to add features to existing VR controllers.