The PROBLEM with VR Hand Tracking...

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  • Опубликовано: 13 сен 2024

Комментарии • 13

  • @True73
    @True73 10 месяцев назад +1

    I connect my Quest 2 through Steam VR and use the Kat VR for free walking its a nice solution as the omnidirectional unit allows you to free walk in all directions, I recently purchased the Ultraleap Leap Motion 2 for hand tracking, and it works relatively well you can actually ditch the controller all together as it allows you to pull up and select menu options, it also has a feature that allows you to move around if you don't have an omni directional treadmill. Here are the downsides of this thus far, and I hope gets worked out. The Leap Motion is very sensitive and you can select or make changes that you did not intend and end up moving some where you were not trying to go. Also there is a communication issue with the KatVr and the Leap motion 2 as it blocks the KatVr from working, even tho you have access to the UI. So at this point until some one figures it out you have a choice, true controller free hand tracking with no free walking or Free walking with Controllers for hands.

  • @onyx5902
    @onyx5902 Год назад +2

    A potential fix for locomotion specifically woukd be to move in the real world in the direction you want to move. So if you want to mive forward you take a step forward in the real world and if you want to stop, you take a step back to the cebter of your playspace. Of course this wouldn't be a perfect solution. I don't know how good it would feel to play as I don't think there is a game that uses that and I just thought of that locomotion myself. But I do think some games could use something similar once hand tracking is better and we maybe get some official vr gloves from meta

    • @RealityBreakVR
      @RealityBreakVR  Год назад +2

      Hmm, maybe. But I think that would cause more issues to be honest. For example, when you lean forward to pick something up, is the game going to make you start walking?

  • @Geminosity
    @Geminosity 11 месяцев назад +1

    For me the accuracy/tracking is a bigger obstacle than the lack of haptics.
    It has improved a lot, but for me it'd have to be done via self-tracked EMG bracelets so it'd not have the occlusion and gesture problems before I'd be happy to rely on it as a 'serious' input method.
    It's oddly immersive when you see your hands being accurately tracked in real time. Just going into VRChat on quest native client and using hand tracking to gesture is oddly magical XD

  • @Buzz.co1
    @Buzz.co1 11 месяцев назад +1

    Great video. This is all the things I dislike about hand tracking in one video. (Also could you make a video about the new valve headset it looks interesting)

    • @RealityBreakVR
      @RealityBreakVR  11 месяцев назад +1

      Thanks :D I've got many more videos in the works

  • @sliptactics
    @sliptactics Год назад +2

    Another banger video! Keep it up

  • @jonatanrobin8728
    @jonatanrobin8728 Год назад

    Hi, try to play Rogue ascent vr on Meta Quest 2 fully working hand tracking game

  • @LordNitrous2012
    @LordNitrous2012 Год назад +2

    Your blade and sorcery gameplay was so painful it made me change my PFP, got nothin' to say but your mother is a bit silly innit. I once broke a small frog statue in VR, that's my one silly moment. Fine video and I have no critiques.

  • @FlockofSmeagles
    @FlockofSmeagles 11 месяцев назад

    You're very concerned about something that can't be solved now or in the near future. What hand tracking does accomplish is controllerless navigation which is far more valuable in the long term. As gaming will inevitably take a back seat to more passive forms of media and productivity.
    We're another 80 years away from accomplishing what all of you gamers out there are looking for. It's a sad reality, but the tech just isn't there. Just be happy for your grandkids, and appreciate that you got to experience XR within your own lifetime.

  • @Ballman404
    @Ballman404 Год назад

    Balls