I hesitate to make too many comments. I'm only just finishingy first attempt at a VR button box. How close are the graphics to the actual switches, buttons, and knobs... In terms of size, etc?
You have a lot of the same little red buttons. If those are all the same, I'd worry about finding (or knowing you found) the right one mid race. I personally opted for raised and resessed buttons to be able to distinguish them blind. I also opted for a non-grid layout so the same button isn't on the same level twice...eithout a landmark to guide finger placement.
Similarly with the knobs... They all. Look to be the Same size. I have three different sized knobs. And didn't put the same size knobs near each other.
I'm not sure what the large black and small white shafts are? Encoders? Dual or single? With or without a push fn?
I also when with lots of multifunction switches. Dual rotary encoders, up/down momentary switches.... Once I get my hand on something... Get as much out of it as I can.
Just some thoughts from a guy who is an iteration behind you.
I asked for thoughts about this. Don't worry.
In my first VR button box design I decided that OVERSIZED was the way to handle VR and I also picked buttons that were different shapes.
The bottom left button plate below is especially large and spaced out. In practice it works OK, but wastes a lot of space. The joystick is for the seat, then there is an ignition switch, huge green start button, red recover/pit/exit button, and a silver HMD center button.
The top button plate has a joystick as well. The two buttons to the left are red (enter) , yellow (cancel), blue brake. The joystick is for arrow keys and the blue button is quit. The left two momentary switchs were for menu navigation. The bottom right button plate was a generic place holder and I never used it.
You can see pairs of buttons that are raised and flush so you can see I was thinking just like you about the tactile differences.
What I found in practice was that the position and groupings mattered more than anything else. For example when using the joystick for arrow keys, the enter and cancel buttons were in perfect position and so were the toggles for the menu. Once I had located the joystick everything else was immediately accessible. In the picture below notice the arrow pointing to the vertical wheel support. My hand would immediately use that as a reference point and rest on that while using the joystick.
What I never notice with my gloved hand are the buttons being raised or flush. I go for the position. Those little buttons that I have on the new design are small, raised well and have a GREAT tactile click when pressing them. With gloves on I've found that click to be very important.
The mushrooms are easy to find and have a long throw which works well. The On/Off switches are good for ignition, wipers, and lights. The small metal buttons have a decent click, the smallest button has a great click and the raised plastic button on the end is mush and gives no indication of engagement.
I've labeled the controls that I use the most. The arrow key navigation is only for Dirt Rally 2 and I will reuse those controls differently in iRacing.
I have a lot to think about in iRacing and haven't got the rest laid out. However I use my PSE wheel in iRacing and it has a number of buttons, two toggles and two rotaries. So I have my pit limiter, Flash, Radio and a few other things mapped there.
This is definitely a work in progress. On key thing I'm doing is using the edges of the box and taller controls to register position from. I may also add dividers between logical groups of controls.
When I'm first in the pit, I center my HMD, flip the ignition on and press the start button. So those controls are in order. The seat controls are grouped together. The arrow navigation controls are grouped together. I've got some lit buttons for controlling replay, but I'm not sure if I will use them or not.
I do want labels of some kind, but I want them to be easily changed.