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.
Oculus: Hand Tracking Updates
61–70 of 87 posts
Re: Oculus: Hand Tracking Updates
#62Earlier quoted context omitted.
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!
It's in here somewhere. It's also extensively covered in the hour breakout session by the folks who implemented it, which is uploaded somewhere though I can't find the link atm.
Re: Oculus: Hand Tracking Updates
#63I 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?
I would be suprised if it's primarily a technological reason. My thinking is: The Rift S is 99.99% used for "serious" gaming and PCVR will always be that way. For serious gaming you'll probably need some kind of controllers for the near future, since you want that fidelity and haptic feedback. Now, controllers could be replaced some day by braceletes or what not, but this is not going to happen next year. The Quest a…
I've given my Quest to countless people to try out and while every single person is blown away, many / most of them are challenged to use the controllers as anything more than simple pointing devices without significant training. With hand tracking that all goes away. You just use your hands how you normally use them and it "just works". It's similar to how the original iPhone captured everybody's imaginations because it offered such intuitive gestures to control its UI.
If you see the Quest as their "mass market" device and then you consider that their top priority is to knock over every barrier that stops it spreading like wildfire, then it's a no brainer to eliminate the controllers.
Re: Oculus: Hand Tracking Updates
#64I 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?
So they rather doubled down on the more promising form factor
Re: Oculus: Hand Tracking Updates
#65Earlier quoted context omitted.
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.
Doesn't seem like it'd be worth the trouble to do that for 500 bucks.
Re: Oculus: Hand Tracking Updates
#66Re: Oculus: Hand Tracking Updates
#67Demo: https://storage.googleapis.com/tfjs-models/demos/handpose/in...
Repo: https://github.com/tensorflow/tfjs-models/blob/master/handpo...
Tflite model: https://github.com/google/mediapipe/tree/master/mediapipe/mo... there is lighter 2d model as well
Re: Oculus: Hand Tracking Updates
#68Earlier quoted context omitted.
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
#69Earlier 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
You may be interested in the alternative (official) solution, which is not wireless but allows streaming PC VR games using "Oculus Link" using a compatible USBC cable. The cable that comes in the box is unfortunately USB2.0 (so not compatible), your best bet is to checkout this page: https://support.oculus.com/444256562873335/. The official Oculus cable has fibre-optic transceivers built in so is very expensive. Oculus lists some third-party cables on Amazon by Anker, which used by a lot of people (10 foot recommended, but the tiny 3 foot one is really cheap).
I haven't yet tried Virtual Desktop 5GHz streaming, but Oculus Link with a 3 foot cable streams perfectly (good for seated VR, which many PC games assume). I do want to try 5GHz Wifi streaming though! Untethered play is the best!
Re: Oculus: Hand Tracking Updates
#70Earlier quoted context omitted.
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
To wirelessly stream PC virtual reality games to the Oculus Quest you wouldn't just need Virtual Desktop but also a 5GHz wifi router. You may be interested in the alternative (official) solution, which is not wireless but allows streaming PC VR games using "Oculus Link" using a compatible USBC cable. The cable that comes in the box is unfortunately USB2.0 (so not compatible), your best bet is to checkout this page: h…
https://www.reddit.com/r/OculusQuest/comments/gjgcq0/oculus_...
Disclaimer: I work at Oculus but do not represent my employer on public forums. Opinions are my own.