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Implementation of OpenXR's hand tracking extensions for non-proprietary hand tracking


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Posted (edited)

Given that OpenXR supports hand tracking directly (hand tracking extension), be it through Leap Motion or from headsets that support it such as Quest/Quest 2/Quest Pro/Quest 3, it would be a lot easier to use hand tracking in DCS if DCS supported the technology through OpenXR instead of proprietary hand tracking solutions such as LeapMotion/Ultraleap.

Edited by toilet2000
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  • 1 month later...
Posted

Since 2.9, DCS uses hand tracking via the OpenXR XR_EXT_hand_tracking cross-vendor API, so it looks to me like the request has been fulfilled.

You have to enable it through the VR settings menu.

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I wasn't banned, but this account is mostly inactive and not monitored.

Posted
4 hours ago, mbucchia said:

Since 2.9, DCS uses hand tracking via the OpenXR XR_EXT_hand_tracking cross-vendor API, so it looks to me like the request has been fulfilled.

You have to enable it through the VR settings menu.

ah. thanks for the heads-up. i will advise my vr-enabled friends to check it out (i'm on flatscreen still).

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My improved* wishlist after a decade with DCS ⭐⭐⭐⭐🌟

*now with 17% more wishes compared to the original

  • 7 months later...
Posted

I see hand tracking on the quest 3 is functional,  with a few settings i.e. DEV Mode set.  After using this function, it requires one feature  to be added before it is useful or at least partly.  For me it requires the ability to selectively disable panels (or switches/knobs/levers) from the VR touch.  That way I could leave it running and not accidently hit switches due to my controls not matching exactly the aircraft.  e.g.  I found myself hitting the gear handle a lot on the F18 when pushing my throttles fully forward.   However, I find the ability to press buttons on the UFC very useful....with practice. 

I know the tech is in its infancy, but the more adaptable/customizable we make it, the more useable it will be whilst these features get fleshed out.

thanks ED.

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