Surprise! Oculus Quest is the first VR set with a single hand-tracking this week – Ars Technica

Surprise! Oculus Quest is the first VR set with a single hand-tracking this week, Ars Technica

Starting this week, the Oculus Quest VR headset even more enticing is by using a function that we never ship as built have seen-in option in a VR system are: hand tracking. VR-user controls to be able to put down your and use your Finger to manipulate, VR-worlds, as tracked by the Quest series of built-in cameras.

The feature got a tease in October, Oculus Connect, 6 conference and got  “before 2020” launch window of Facebook CEO Mark Zuckerberg. But someone on the Oculus engineering team clear Mr Zuck is ignored in getting this feature out the door a bit early, and there were plots in an “experimental” tab in the search settings of the menu as a free update by the end of the week.

today’s news comes with two major asterisks. First of all, there is no fully developed VR software available for the function. At the Start of the experimental function menu, which is a minimum of photo-and multimedia includes tabs only works within the Oculus Quest root. In “the week” of the toggle going live, a Software Development Kit (SDK) for the search “hand-tracking to go live for the Oculus developers, which will allow you to tap into Oculus’ hand-tracking system and possibly the implementation in various games and applications.

And the second, Oculus is the limit of its hand-tracking framework, the Quest of the ecosystem. This update is not coming to the PC-centric Rift and S Rift headset, and it will not work, if you games Oculus Link to a Quest on your favorite PC VR.

First of its kind for a reason

Normally, the VR-user access to the Controller is full of triggers and buttons. For some of the VR software, a piece of handheld plastic the makes sense to be able to sell: it, the sensation of a gun to hold or VR Element, and it adds haptic feedback, like rumble, if it comes from your real-life hand, in the vicinity of VR-objects. But there is something to be said about lifting their empty hands in the VR-the sky and see your real Finger-wagging, which, based on pre-release testing, we can confirm Oculus Quest-hand-tracking-nails.

We have seen the hand-tracking experiments on other VR headsets, but these are largely in the form of proprietary add-ons such as Leap Motion, which require additional hardware and bolted-on to the rendering pipeline. These systems have become impressive enough, as tested on various tech fairs, but the VR hand-tracking has always been underwhelming in the execution—of theonly is inaccurate enough, in relation to the detection of individual fingers and “pinch” gestures, in comparison to the “it just works” the attractiveness of a compatible controller.

Quest ‘ s native hand tracking support, on the other hand, taps into the headset of the existing camera array, and it can work very well, without a processing load for the system (although we need to wait for the SDK to know for sure). The reduced friction is the best news for a hand-tracking system, to start that, though simple and limited.

“Fwshht” how the Wolverine, but not yet

Right now, the Quest turns your empty hands in laser Pointer, and manipulate menus. To let your hands open slightly like you are about to pinch a annoying fly, to a pointer displayed on a distant menu, than by their hands ” orientation. Quickly, you pinch your index finger and thumb, “click” all of the menu buttons, or you can keep your two-Finger-drag menu items as a list or volume control.

Based on tests that we know in October, that the system recognizes natively a couple of hand movements, particularly the balling of the fists. (In a fantasy-themed test, I could dunk my real hands in a VAT of virtual goo, then ball my hands into fists, Wolverine-like blades “fwsshht” from my virtual Finger.) But these tests revealed two weaknesses: the inability to recognize, of hands, if they touch each other, and a relatively narrow “vision cone” for hand-tracking. If your hands are not front-and-center in your VR field of view, they will disappear and require an embarrassing moment to re-emerge.

If I wanted things like Oculus to me, at least, the tested system in October was quick and precise. I could wave my hands, point to objects far away or dead in the vicinity and expect instant visual feedback. As a result, I expect that the hand-tracking-update characteristic for apps outside of the gaming ecosystem, from real-life-job training, simulations, media-apps. I doubt that the system will replace the Controller for demanding games and applications at any time quickly, but as an experimental freebie, and functioning of the simplest use cases actually, I’m OK with it.

What’s more, this update brings the ball into the other VR headset makers dishes. Valve-Index, and most of the Windows-Mixed-Reality-sets contain a similar range of outward-facing cameras; ‘Oculus’ as the primary differentiation of the software engineering is not clearly cameras. Who is the next to step up to the hand-tracking?

Listing image by Oculus

Released on Mon, 09 Dec 2019 18:00:00 +0000

Leave a Comment