Oculus Shows Hand Tracking Gloves

rgMekanic

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Oculus Chief Scientist Michael Abrash recently made a blog post highlighting some amazing technology being developed by the Oculus team, as well as his thoughts about VR moving into the future. Technologies shown here include adaptive optics, eye, facial, and skeletal tracking, and advanced hand tracking. The hand tracking being achieved here is using "retroreflector-covered gloves and lots of cameras" to get that level of tracking quality.

This is astounding to me. I was amazed when I saw the Knuckles controllers from SteamVR, but the technology being shown here is just mind blowing. The team at Oculus are definitely working on some incredible things. The hand tracking part of the blog is near the end of the post.

It will take many years to fully solve each of them. And of course there are many other challenges, like haptic interaction—to say nothing of full-body haptics—as well as smell and, someday, the vestibular sense and taste.
 
Very cool!

I'm kinda reluctant to buy anything else VR than I have right now (Rift + Touch Controllers), because I feel like it'll be obsolete a couple months after the purchase.
 
Yes, that is just plain mind blowing. And the hardware is identical to a golf glove. Absolutely astounding.
 
Can`t wait to click the the cockpit buttons in sims, beats any home cockpit build
 
Very cool but the "lots of cameras" part not so much.
Lots of permanent wires, fixtures and connections needed, out of reach from accidents.
You dont want to have to recalibrate when one shifts slightly.
In this state I dont see it gaining traction with home setups, too high complexity and cost.
Its got to start somewhere though, its sure to become simpler eventually.
 
Finally....I've been saying they need to make controllers like this for awhile now. I would imagine part of the solution would be to embed a couple cameras into the next gen headset to solve some occlusion issues.
 
I hope to see sensors on rings you slide or fasten onto your fingers, also the sensors to detect the distance between them so it doesn't rely on cameras which obviously you'd need a lot of to prevent occlusion.
 
Why can't we have this NOW?

I sold my Oculus + Touch + 3rd sensor for half the price I bought it. Currently it's just not very exciting. Cool to impress some friends but that's about it. It maybe can impress a 27" 1080p screen gamer, but I game on a 4k 48" TV, immersion is what I'm used to. I need a bigger FOV and much better visuals.
I guess I'll wait 3 or so years and get Rift 3 or something.
 
The Touch controllers still do a pretty good job of approximating your finger positions. It has capacative surfaces and buttons to "guess" if certain fingers are touching the controller or are extended. It's not perfect, but in practice it's believable.
 
Why can't we have this NOW?

I sold my Oculus + Touch + 3rd sensor for half the price I bought it. Currently it's just not very exciting. Cool to impress some friends but that's about it. It maybe can impress a 27" 1080p screen gamer, but I game on a 4k 48" TV, immersion is what I'm used to. I need a bigger FOV and much better visuals.
I guess I'll wait 3 or so years and get Rift 3 or something.


Not sure how a 48" TV can be anywhere as immersive or have a larger FOV then a VR helmet. And even it was, it would only be for 1 (one) exact head position. The whole point of VR is I can look anywhere and get the same level of immersion consistantly.

Don't focus on the technicalities, just enjoy the experience. If screen door is that big of a deal for you, then I can't offer any solution.
 
Not sure how a 48" TV can be anywhere as immersive or have a larger FOV then a VR helmet. And even it was, it would only be for 1 (one) exact head position. The whole point of VR is I can look anywhere and get the same level of immersion consistantly.

Don't focus on the technicalities, just enjoy the experience. If screen door is that big of a deal for you, then I can't offer any solution.

You just answered your own question.

Also visuals. 90fps requirement doesn't do it any good.
 
You just answered your own question.

Also visuals. 90fps requirement doesn't do it any good.

I'll take SDE for an experience that nothing else comes close to. Minor trade off that will be fixed with time. I don't know if you're complaining about 90 FPS, I haven't seen it would matter for the games that are designed for VR. It's not professional twitch gaming (if your a prof)
 
I'll take SDE for an experience that nothing else comes close to. Minor trade off that will be fixed with time. I don't know if you're complaining about 90 FPS, I haven't seen it would matter for the games that are designed for VR. It's not professional twitch gaming (if your a prof)
I don't know about you but the SDE that's present is so minimal that the complaint should be more about the Fresnel lens used and the artifacts that introduces. This first generation of VR is really pretty fantastic and would be even better if developers didn't have to reinvent how to make games. A couple years from now though, it's going to be exciting to see what they come up with in both software and hardware.
 
I don't know about you but the SDE that's present is so minimal that the complaint should be more about the Fresnel lens used and the artifacts that introduces. This first generation of VR is really pretty fantastic and would be even better if developers didn't have to reinvent how to make games. A couple years from now though, it's going to be exciting to see what they come up with in both software and hardware.
Agreed my first VR experience was a PSVR, so I was expecting that level of SDR. So when I got my rift I was very happy to see that while the SDR "exists" it's so minimal you forget about it within a minute of gameplay.
 
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