ZerXen Posted July 6, 2023 Posted July 6, 2023 (edited) So OpenXR is now a thing in DCS, but not the hand-tracking part. Can we get OpenXR hand-skeleton translated to the DCS's hand-skeletons? E.g. the ones leap motion and other interfaces use? This would give quest2 users much better hand tracking that even leap motion has (much wider field of view for example, no overheat and extra USB cable). E.g. a low hanging fruit of skeleton-to-skeleton interface, and given how many people own quest2 it might be worth the effort. OpenXR hand tracking interface documentation here: https://registry.khronos.org/OpenXR/specs/1.0/html/xrspec.html#XR_EXT_hand_tracking The OpenXR hand skeleton is already projectable to DCS, just being ignored by the game logic: Edited July 6, 2023 by ZerXen added tags 3 "Vympel offers R-27EP anti-radar air-to-air missile, I really want to do a SEAD against F15s :lol:"
actually_fred Posted July 6, 2023 Posted July 6, 2023 4 hours ago, ZerXen said: The OpenXR hand skeleton is already projectable to DCS The rendered skeleton is a feature of OpenXR Toolkit which DCS can't see and isn't really related to any potential built-in implementation. The information DCS needs is all available via XR_EXT_handtracking, including the skeletal joint positions. 4 hours ago, ZerXen said: the ones leap motion and other interfaces use FWIW, leap motion is also available via XR_EXT_handtracking; there's a pretty solid chance that a XR_EXT_handtracking implementation in DCS could replace the existing leap motion support, instead of *adding* to the amount of things that ED need to maintain and test. 3 My projects: OpenKneeboard - VR and non-VR kneeboard with optional support for drawing tablets; get help HTCC - Quest hand tracking for DCS; get help If you need help with these projects, please use their 'get help' links above; I'm not able to track support requests on these forums.
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