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Oculus: Hand Tracking Updates

developer.oculus.com

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Re: Oculus: Hand Tracking Updates

#71
post #49

Earlier quoted context omitted.

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.

I know, it sure seems like he has a lot of skill and institutional knowledge to contribute. That said, I'm not sure what his current involvement is, I just know they referenced him in that article.

Re: Oculus: Hand Tracking Updates

#72
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…

The Quest can link to your computer and essentially act as a Rift using a USB cable (needed to be USB 3.0, a recent beta update knocked that down to USB 2). I can easily see the Rift being removed from the product line in the future.

Re: Oculus: Hand Tracking Updates

#73

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!

Carmack's keynote that corndoge linked to is exactly my source. I'm not sure about one that's more searchable, unfortunately.

Re: Oculus: Hand Tracking Updates

#74

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!

Also referenced in this paper (section 5): https://research.fb.com/publications/machine-learning-at-fac...

Re: Oculus: Hand Tracking Updates

#75

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.

Unfortunately it doesn't work well on my Wifi with more graphically intensive games. It's playable but there's enough jitter than I get a bit nauseous after a while

Re: Oculus: Hand Tracking Updates

#76

Earlier quoted context omitted.

And Quest has that proper hand tracking already (had it for something like 5 months now), it's just been an experimental feature until now. I haven't used it much; for some reason the tracked hands seem to be placed lower than the fake hands when I'm using controllers, which makes the latter a better experience for me.

Increased latency due to using complex, deep learning based, entirely computer vision driven hand tracking vs. tracked controllers which partially use accelerometer data to correct drift and account for latency, and use a much faster classic computer vision algorithm for position tracking ( https://developer.oculus.com/blog/tracking-technology-explai... )

Do Deep Learning-based methods introduce all that much latency? My understanding of neural network is that the training is expensive, but using them is essentially free - you have to push your pixels through a few layers of matrix multiplications and you have the results; it's just tuning those matrices that takes time.

Re: Oculus: Hand Tracking Updates

#77

Earlier quoted context omitted.

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.

Wow, that's insanely cool! Thanks for letting me know!

Re: Oculus: Hand Tracking Updates

#78

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.

I recall reading about a scam, that went something like this.

You buy something online, and it seems to be a reasonable price. Maybe 40% less than the listed price. So instead of paying $1000, you pay $600. Nice, you think. You scored a great bargain. You buy it, and the product gets shipped to you, all new and everything.

Fantastic! You think. You scored a great deal.

But behind the scenes, what happened is that seller bought it with a stolen credit card, at normal prices. Then sold it to you at the cheaper price. He pockets the $600. The vendor gets paid the $1000. But the guy whose stolen credit card got used, now gets hit with a mysterious $1000 bill. Poor guy. Now he has to file a police report, and claim that he didn’t make this fraudulent purchase, and turn his life upside down for a few months.

Sometimes, it’s best to not trust online sales.

Re: Oculus: Hand Tracking Updates

#79
post #53

Earlier quoted context omitted.

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.

Ah, so it probably is just the Quest being their priority then. Have to say I'm happy with mine.

Re: Oculus: Hand Tracking Updates

#80
post #42

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 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. PCVR is no more niche than the demographics for Far Cry 5. If you have the hardware to run a modern AAA game on PC, all you're really missing at that point is the headset. And I don't see Ubisoft refusing to make games for PC because there are t…

Far Cry 5 runs on mid range PC, high end PC, PS4 and Xbox One and it's funding would have relied on the combined profits of all those installs.

High end PC is a small fraction of those installs.

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