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Oculus: Hand Tracking Updates

developer.oculus.com

61–70 of 87 posts

Re: Oculus: Hand Tracking Updates

#61
post #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.

How was / is your overall experience at Oculus?

Re: Oculus: Hand Tracking Updates

#62

Earlier 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!

https://www.youtube.com/watch?v=PMIDaomx0GA

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

#63
post #33
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?

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…

My guess is it's partly that but also mixed in with aligning to their mass market consumer ambitions.

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

#64
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?

Different camera setup on both device would have required twice the amount of training data for the models

So they rather doubled down on the more promising form factor

Re: Oculus: Hand Tracking Updates

#65

Earlier 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.

Economy isn't doing so well, maybe he needed money quickly.

Doesn't seem like it'd be worth the trouble to do that for 500 bucks.

Re: Oculus: Hand Tracking Updates

#66

Earlier 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.

Sigh...

Re: Oculus: Hand Tracking Updates

#67
Not exactly as powerful but something similar and that can run on a browser, opening up to a lot of creative applications, handpose powered by tf.js(similar model exists for tflite)

Demo: 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

#68

Earlier 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.

or simply doesn't know he could sell higher. Like I just have the (often wrong) mentality that electronic gadgets just deprecate right after you bought them. Quite surprised when learned that some of them worth more than retail price at secondhand market.

Re: Oculus: Hand Tracking Updates

#69

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

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: 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

#70

Earlier 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…

That's no longer true. The latest v17 update allows you to use USB2 (including the in-box cable).

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.

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