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Oculus: Hand Tracking Updates

developer.oculus.com

21–30 of 87 posts

Re: Oculus: Hand Tracking Updates

#21

Oh nice! I just bought Quest over the weekend from a guy off craigslist who was selling them at cost and still wrapped in plastic. Fantastically impressed with things. Totally worth the $500. The games are amazing, but what is really impressing me is all the vr video content. The ability to "stand" on a stage while the orchestra plays Mozart all around you is mind blowing. It is neat to see them pushing the boundarie…

Props to the guy selling them at cost. Easily could have made an additional $50-$100 if he wanted to.

It's Facebook -- clearly they expect to make up that margin somehow. It's obvious how.

Re: Oculus: Hand Tracking Updates

#22

Oh nice! I just bought Quest over the weekend from a guy off craigslist who was selling them at cost and still wrapped in plastic. Fantastically impressed with things. Totally worth the $500. The games are amazing, but what is really impressing me is all the vr video content. The ability to "stand" on a stage while the orchestra plays Mozart all around you is mind blowing. It is neat to see them pushing the boundarie…

The Quest is probably the first thing I've bought in a long time that has given me that "Christmas morning" feeling. It's such an impressive piece of tech, and VR without wires is so much more immersive, even if it limits the graphical capabilities

Re: Oculus: Hand Tracking Updates

#23
post #8

Does the Hand Tracking API allow for tracking other objects? In particular, could a long straight object be tracked as a pointer based on tracking two points along its axis? This seems like it would be computationally easier than tracking hands, and would open up a lot of possibilities for using real world objects as props within the VR environment.

I imagine some kind of VR tracker for the Quest will come out eventually. Something like the Vive trackers but smaller. Agree, it would open up all kinds of interesting applications.

Re: Oculus: Hand Tracking Updates

#24

Earlier quoted context omitted.

Internal company politics and prioritization of Quest. It's possible that hand tracking will come to Rift S, but it might be a side effect of wanting to support it with the Quest link cable.

Just the reality that headsets like Quest are the true future of VR, PCVR is an evolutionary dead end a very small percentage of people who can afford them want a gaming PC tower in their home, PCVR is a fraction of a fraction of percentage. I own both and demoing my Rift on a high spec system my friends were blown away and the first question was "Can it run on my macbook?" Then thats where the idea of owning VR died…

PCVR capabilities are too high for it to be a dead end. More niche, absolutely, because mobile VR/AR has somewhere from console to smartphone-level growth potential--but a smaller, higher-paying market for premium experiences is going to continue.

Re: Oculus: Hand Tracking Updates

#25
post #8

Does the Hand Tracking API allow for tracking other objects? In particular, could a long straight object be tracked as a pointer based on tracking two points along its axis? This seems like it would be computationally easier than tracking hands, and would open up a lot of possibilities for using real world objects as props within the VR environment.

I imagine some kind of VR tracker for the Quest will come out eventually. Something like the Vive trackers but smaller. Agree, it would open up all kinds of interesting applications.

They could be wildly successful if instead of $100 pucks they could just sell $1 stickers that you could attach to whatever you want. With enough of them you could probably use it to aid scanning in geometry of real world objects

Re: Oculus: Hand Tracking Updates

#26

Earlier quoted context omitted.

Internal company politics and prioritization of Quest. It's possible that hand tracking will come to Rift S, but it might be a side effect of wanting to support it with the Quest link cable.

Just the reality that headsets like Quest are the true future of VR, PCVR is an evolutionary dead end a very small percentage of people who can afford them want a gaming PC tower in their home, PCVR is a fraction of a fraction of percentage. I own both and demoing my Rift on a high spec system my friends were blown away and the first question was "Can it run on my macbook?" Then thats where the idea of owning VR died…

[deleted]

Re: Oculus: Hand Tracking Updates

#28
post #24

Earlier quoted context omitted.

Just the reality that headsets like Quest are the true future of VR, PCVR is an evolutionary dead end a very small percentage of people who can afford them want a gaming PC tower in their home, PCVR is a fraction of a fraction of percentage. I own both and demoing my Rift on a high spec system my friends were blown away and the first question was "Can it run on my macbook?" Then thats where the idea of owning VR died…

PCVR capabilities are too high for it to be a dead end. More niche, absolutely, because mobile VR/AR has somewhere from console to smartphone-level growth potential--but a smaller, higher-paying market for premium experiences is going to continue.

It's unlikely that PC will ever be mass market, but when/if VR makes more in roads in productivity applications PC will be key. There is a lot of promise in art creation, game development and 3D content creation, and of course HN's traditional programmer dream of infinite terminals, but the real killer app is telepresence for remote meetings. All of those use cases need better software and hardware

Re: Oculus: Hand Tracking Updates

#29
post #12

Earlier quoted context omitted.

Rift S is connected to a far more powerful gaming PC. It seems like Oculus simply treats the Rift S and their customers as a second-class.

This is definitely looking more and more true. Consider the fact that the Rift-S has been out of stock for months. Oculus continues to re-stock the Quest (which sells out within 24h), but we haven't seen a restock of the Rift-S in probably 3 months? Their "Del Mar" which is coming up, is very likely not going to be a tethered headset. My money is it will be standalone like the Quest. Oculus is trying to get the masse…

I think it's a smart play. Standalone VR makes it incredibly more accessible. Everyone with a Quest does the same thing, they cart it around to parties and gatherings to let people experience VR and it's a blast. Even if this wasn't intentional marketing it's the best strategy for getting the word out. I'm hoping the Del Mar is a big upgrade, if it can bring better processing and better resolution to the table hopefully with a killer feature like adaptive focus and gaze tracking then I think it'll just knock it out of the park. Regardless though it's only a matter of time until all our screens are virtual.

Re: Oculus: Hand Tracking Updates

#30
post #18

Earlier quoted context omitted.

This is definitely looking more and more true. Consider the fact that the Rift-S has been out of stock for months. Oculus continues to re-stock the Quest (which sells out within 24h), but we haven't seen a restock of the Rift-S in probably 3 months? Their "Del Mar" which is coming up, is very likely not going to be a tethered headset. My money is it will be standalone like the Quest. Oculus is trying to get the masse…

I mean, going forward, given the existence of Link (and that Link surprisingly actually works), there is very little reason for the Rift S to exist at all; it sucks that they sold it to people and then so quickly obsoleted it by another product that came out at the same time and cost the same amount, but other than the feeling of responsibility for those customers I can't imagine any reason for them to spend any time…

Almost feels like they were doing an A/B test
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