dburne Posted December 10, 2019 Posted December 10, 2019 (edited) https://www.oculus.com/blog/thumbs-up-hand-tracking-now-available-on-oculus-quest/ Apparently Oculus is a little ahead of schedule on this. Will be interesting to play around with this in the Quest once the update rolls out to me. Edited December 10, 2019 by dburne Don B EVGA Z390 Dark MB | i9 9900k CPU @ 5.1 GHz | Gigabyte 4090 OC | 64 GB Corsair Vengeance 3200 MHz CL16 | Corsair H150i Pro Cooler |Virpil CM3 Stick w/ Alpha Prime Grip 200mm ext| Virpil CM3 Throttle | VPC Rotor TCS Base w/ Alpha-L Grip| Point Control V2|Varjo Aero|
dburne Posted December 12, 2019 Author Posted December 12, 2019 (edited) Ok so my Quest got updated to Version 12 late yesterday evening, and have had a chance to play around some with the hand tracking this morning. My initial thoughts: First this is very early in the tech for Oculus, in fact it falls under the "Experimental" category. Once updated to Version 12 on the Quest, you can go into settings and enable Hand Tracking. You then get a toggle on the Dash menu, to toggle between hands or Touch Controllers. After watching the very brief tutorial, I had a go with it. First I was amazed, yep there were my hands being represented accurately in the Quest Home, each finger represented and moving pretty accurately to the movement of each of my fingers. So then I had a look at seeing what I could do. To press/select on something, you basically pinch with your thumb and forefinger. Whilst slightly cumbersome for me at first, I quickly got used to doing it and navigating in the Quest menu easily. To scroll you just pinch and hold together, and move your hand up or down to scroll , or left and right . Worked fairly well. I then browsed some YouTube VR videos using just my hands, and it was not too bad. Certainly at least currently the Touch Controllers are easier to use, and many of the apps require them and won't accept the hands feature. However it is very early, and undoubtedly as time marches on Oculus will continue to refine the tech and make it better. I can see this probably being a much bigger deal say a year or so from now if they continue to pursue the technology. Especially in the social aspect where VR enthusiasts gather together. Oh and yes, quite easy to flip a bird lol. And the great thing - no cost to the end user to implement if they have Quest as it is included now with the Quest device. Some of the downsides - the hand tracking gets very iffy if one moves the hands to close to the body, or extends them out all the way from the body. Seems to be a much smaller area where the hand tracking is picked up versus the Touch Controllers. I am sure this is an area that will be refined with time. Put your hands together, and both hands disappear in the image. No hint or indication if/when this same technology might come to the Rift/Rift S. They have unified now at least the version numbers of the Rift and Quest software, so maybe one day the software itself will be unified who knows. I "suspect" that the Rift line for Oculus may be phased out, with the Quest line becoming the flagship product and eventually an all in one device for both PC and Mobile - which with Link can now be done somewhat already. I am sure their longer term goal is in the wireless arena, which I think they will use Quest. I myself will continue to use the hand tracking feature of the Quest when I am using it , in areas currently in the software that it can be used. Kind of fun to do. But of course for all my combat flight sim needs, my Rift S still gets the nod for those. I am a VR enthusiast though and enjoy many different games/experiences using VR, so it made sense for me to grab a Quest also. It would be kind of cool if the hand tracking could be used to manipulate switches etc in cockpit someday. Edited December 12, 2019 by dburne Don B EVGA Z390 Dark MB | i9 9900k CPU @ 5.1 GHz | Gigabyte 4090 OC | 64 GB Corsair Vengeance 3200 MHz CL16 | Corsair H150i Pro Cooler |Virpil CM3 Stick w/ Alpha Prime Grip 200mm ext| Virpil CM3 Throttle | VPC Rotor TCS Base w/ Alpha-L Grip| Point Control V2|Varjo Aero|
Harlikwin Posted December 12, 2019 Posted December 12, 2019 Thanks for the review Don New hotness: I7 9700k 4.8ghz, 32gb ddr4, 2080ti, :joystick: TM Warthog. TrackIR, HP Reverb (formermly CV1) Old-N-busted: i7 4720HQ ~3.5GHZ, +32GB DDR3 + Nvidia GTX980m (4GB VRAM) :joystick: TM Warthog. TrackIR, Rift CV1 (yes really).
Chapa Posted December 12, 2019 Posted December 12, 2019 Interesting first feedback, thanks you. I read that hand tracking is available on Quest because it can use headroom from a Qualcom chip to do it without impacting FPS. However, it would not be possible with the Rift S because it don’t have this chip and no other way without impacting rendering. But I think as you, the Quest will become the flagship. The next iteration will just be better than both and keep the technologies initiated by the Quest i7 12700k, RTX 3080ti, 64GB RAM, M.2 512Go, Quest 3
Precog Posted December 12, 2019 Posted December 12, 2019 Is it possible to use handtracking in DCS with oculus link? Check out my 'real world' video series [sIGPIC][/sIGPIC]
dburne Posted December 13, 2019 Author Posted December 13, 2019 Is it possible to use handtracking in DCS with oculus link? No. Don B EVGA Z390 Dark MB | i9 9900k CPU @ 5.1 GHz | Gigabyte 4090 OC | 64 GB Corsair Vengeance 3200 MHz CL16 | Corsair H150i Pro Cooler |Virpil CM3 Stick w/ Alpha Prime Grip 200mm ext| Virpil CM3 Throttle | VPC Rotor TCS Base w/ Alpha-L Grip| Point Control V2|Varjo Aero|
Recommended Posts