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Oculus: Hand Tracking Updates

developer.oculus.com

51–60 of 87 posts

Re: Oculus: Hand Tracking Updates

#51

Earlier quoted context omitted.

Don’t forget if you install Virtual Desktop you can play all your PCVR games wirelessly on it too. I play HL Alyx like this and it’s flawless.

Wait really?! I was wondering why I would want to fork over so much money for the app, but having this as a possibility changes everything. Thanks for the heads up :D

Note that to get that functionality, you'll need to sideload a small .apk (Quest is built on Android). You can use plain adb to do this, or something like SideQuest if you want a GUI.

Re: Oculus: Hand Tracking Updates

#52
post #5

I really want to know why this is feasible for the Quest but not the Rift S, given that both have Inside-Out tracking (ie. IR cameras mounted on the headset). In fact, the Rift S has 5 cameras to the Quests's 4 so it should be at least as capable shouldn't it?

It's a quirk of the Qualcomm chipset they used in the Quest. It has an extra DSP accelerator that was originally unused, but they managed to repurpose it for hand tracking. It was an opportunistic play, as I understand it.

Re: Oculus: Hand Tracking Updates

#53
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.

Does the Rift S send its camera feeds to the PC for controller tracking or does it do it onboard and send the tracked controller locations? Perhaps the onboard hardware is capable of controller tracking as sold, but not powerful enough to enable Quest-style hand tracking. What if in addition to that, the camera data for one reason or another can't be piped over USB to the computer, either because it's missing the har…

The inside-out tracking is done on the PC over USB. The Rift S is essentially just a basic I/O. Very little processing is done on-device.

Re: Oculus: Hand Tracking Updates

#54
post #5

I really want to know why this is feasible for the Quest but not the Rift S, given that both have Inside-Out tracking (ie. IR cameras mounted on the headset). In fact, the Rift S has 5 cameras to the Quests's 4 so it should be at least as capable shouldn't it?

It's a quirk of the Qualcomm chipset they used in the Quest. It has an extra DSP accelerator that was originally unused, but they managed to repurpose it for hand tracking. It was an opportunistic play, as I understand it.

Couldn't they tap into the Host PC's compute power for tethered headsets?

It feels like they're trying to exclude anyone who wants to play non-Oculus-published games.

Re: Oculus: Hand Tracking Updates

#55
post #29

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 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 hopefu…

I just hope that publisher lock-in isn't the price we have to pay fo r all our screens to be virtual.

Re: Oculus: Hand Tracking Updates

#56

Earlier quoted context omitted.

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

Don’t forget if you install Virtual Desktop you can play all your PCVR games wirelessly on it too. I play HL Alyx like this and it’s flawless.

Proof: https://www.youtube.com/watch?v=-STUa9IqnZQ

Re: Oculus: Hand Tracking Updates

#57
post #49

Earlier quoted context omitted.

Linus Tech Tips did a pretty damn good review of the Quest + Link solution. At the time he did the review, it looked like it had some very strange black bar artifacts when turning your head quickly, which the Rift-S did not. He also described it having a slight lag in the controls. These kinds of things are likely non-issues for your average gamer who isn't moving really fast, and isn't requiring ultra precise contro…

How long ago was that? The Quest link cable stuff is still in flux. Not only did they just announce a few days ago that any USB 2.0 cable should now work[1], but they note in that article that Carmack is hoping to add a new mode to take advantage of the higher bandwidth of USB 3.1. It's entirely possible if that Linux Tech Tips review was more than a month or two ago, things might look considerably different now. 1:…

It was about 3 months ago:

https://youtu.be/AGScX_8plYw

He talks about "lag with lag compensation" when referring to some of the controls on the quest v.s. the rift-s

Hopefully that has improved, as I bought a quest and it arrives tomorrow! CV1 owner.

Also... Is Carmack still working on Oculus stuff? That's awesome. I got really sad when I heard he was leaving Oculus to work on general AI.

Re: Oculus: Hand Tracking Updates

#58
post #5

I really want to know why this is feasible for the Quest but not the Rift S, given that both have Inside-Out tracking (ie. IR cameras mounted on the headset). In fact, the Rift S has 5 cameras to the Quests's 4 so it should be at least as capable shouldn't it?

Rift S could do hand tracking better than Quest, but it requires a separate effort that isn't currently a high priority. Source: I worked on it at Oculus.

Re: Oculus: Hand Tracking Updates

#59

Earlier quoted context omitted.

Kinda makes you wonder if they were stolen :)

Good point. It had his name and home address on the Best Buy label outside of the box. I couldn't confirm the address, but the name was the same.

Ah, they were likely purchased with stolen credit cards, then.

Re: Oculus: Hand Tracking Updates

#60
post #5

I really want to know why this is feasible for the Quest but not the Rift S, given that both have Inside-Out tracking (ie. IR cameras mounted on the headset). In fact, the Rift S has 5 cameras to the Quests's 4 so it should be at least as capable shouldn't it?

It's a quirk of the Qualcomm chipset they used in the Quest. It has an extra DSP accelerator that was originally unused, but they managed to repurpose it for hand tracking. It was an opportunistic play, as I understand it.

Could you link to a source about that dsp being specifically used for hand-tracking? My quick google didn't found a result that could confirm that and it would explain a bit. Thank you!
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