Live data from Hacker News

Oculus: Hand Tracking Updates

developer.oculus.com

81–87 of 87 posts

Re: Oculus: Hand Tracking Updates

#81
post #24

Earlier quoted context omitted.

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

>There is a lot of promise in art creation, game development and 3D content creation

Absolutely agree with this, literally anyone who can use the headset is able to sculpt a 3D model in Oculus Medium that resembles what they want. Same can't be said for any non-vr 3D modelling software, huge potential in the creative industries.

Still niche and not mainstream though.

Re: Oculus: Hand Tracking Updates

#82
post #65

Earlier quoted context omitted.

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.

Personally, I don't tend to purchase electronics online and then decide to sell them, unopened, in person instead of returning them.

Generally the way this works is folks will buy CC info online for surprisingly cheap and then just focus on turning those into actual cash.

Buying things online, having them shipped to a vacant house, and then selling them for cash is a classic way to do this.

Re: Oculus: Hand Tracking Updates

#83

Earlier quoted context omitted.

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.

VR latency is measured in milliseconds, the operation you described can easily take multiple frames to complete even with a very fast, optimized model. Machine learning inference is never free, and often isn't real-time. Training can take hours to weeks depending on the model.

Re: Oculus: Hand Tracking Updates

#84

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…

Small update for you: I did this on my AmpliFi HD mesh network and it worked pretty flawlessly! I tried it in multiple places around my house and didn't experience lag, exposure of apps I tried was super limited cause I got distracted by other things, but it's really nice! I also tried the Oculus Link method, and honestly the Virtual Desktop experience was surprisingly better? Maybe it's all in my head because it's all wireless and feels like magic haha

Loading up the SideQuest APK was super easy and has now led me down the awesome rabbit hole of poking at Oculus dev :D

Re: Oculus: Hand Tracking Updates

#85

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…

Small update for you: I did this on my AmpliFi HD mesh network and it worked pretty flawlessly! I tried it in multiple places around my house and didn't experience lag, exposure of apps I tried was super limited cause I got distracted by other things, but it's really nice! I also tried the Oculus Link method, and honestly the Virtual Desktop experience was surprisingly better? Maybe it's all in my head because it's a…

That's great to hear!

As mentioned, definitely make sure you're connected to the 5GHz hotspot if it's available -- it makes a big difference in my experience streaming a regular desktop with VirtualDesktop. Also as you might be aware, unlike regular 2.6GHz wifi, please remember that 5GHz signals don't penetrate objects (including walls, furniture) so your best bet to reduce potential lag (and thus nausea) is to make sure your Quest always line-of-sight to the router.

Re: Oculus: Hand Tracking Updates

#86
post #37
post #27

With hand tracking they mean finger tracking, seeing you 'click' with your index finger and thumb. The Oculus has hand tracking today via controllers already.

We typically refer to the latter as "controller tracking" (ex-Oculus here).

Ah, makes sense. Thanks for the clarification.

Re: Oculus: Hand Tracking Updates

#87
post #74

Earlier quoted context omitted.

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...

Thank you everyone!
Post reply on HN