I just now learned that Valve apparently already has exactly that:Hopefully Valve can set up something to automatically do that then.
http://steamcommunity.com/sharedfiles/filedetails/?id=951529029
I just now learned that Valve apparently already has exactly that:Hopefully Valve can set up something to automatically do that then.
The controller is attached to your hand and is tracked thus you get accurate hand tracking in 3D space.What? The Lighthouses cant track anything but the controller.
You don't need to touch a surface to measure capacitance variations. That's true of touchscreens as well. The way you interpret measurements in inputs is part of the engineering that goes into the devices. Hell Vita's touchscreen was so sensitive you could hover over it and it would register!So "finger curl" is probably more like "amount of finger (starting from the base) touching a trackpad like surface"?
I just now learned that Valve apparently already has exactly that:
http://steamcommunity.com/sharedfiles/filedetails/?id=951529029
Right, but you're not actually touching the surface when using a touchscreen or trackpad - there are several layers of glass and/or plastic in between. But I understand what you're saying - didn't know that about the Vita - the obvious challenge is overcoming the loss of accuracy when sensing from a greater distance.You don't need to touch a surface to measure capacitance variations. That's true of touchscreens as well. The way you interpret measurements in inputs is part of the engineering that goes into the devices. Hell Vita's touchscreen was so sensitive you could hover over it and it would register!
Well, as I said previously, these can easily emulate (and even improve upon) the Vive controller inputs.I like it, but man, we need input standardized as soon as possible. At least a standard framework so we don't have to have a list of supported/unsupported.
I'm not sure they would be made by HTC, Valve could build them.
I'd personally like that primarily because I'd hope that we get another amazing robotic construction video out of it.
For the sake of argument, this seems very likely. There is some hardware buzz I can't really mention right now, but also of note Steam Hardware now have a Twitter account as of 2 months back. They are ramping up to something.
No, they don't need to touch the surface to be sensed.
Think something like the Samsung "air gestures", but in an actually useful context
These controllers are so exciting. They are going to add another level to VR.
next thing we need really bad is feet tracking.
So "finger curl" is probably more like "amount of finger (starting from the base) touching a trackpad like surface"?
I just now learned that Valve apparently already has exactly that:
http://steamcommunity.com/sharedfiles/filedetails/?id=951529029
Because it's less flexible. How would you replicate the full functionality of the existing Vive controllers with a joystick?Why is there still no joystick? :/
Did Valve do it so Vive owners can play Oculus Touch games?
And single-rotor sync-on-beam Lighthouse 2.0s are a great start for cheaper overall setup cost!As much as feet tracking would be cool, I think the focus needs to be on cheaper and faster setup after the knuckles controllers. Wireless addons are a good start for faster setup.
In terms of foot/leg tracking, if a good number of current Vive owners upgrade to these controllers there will be a lot of Vive controllers kicking around which could easily be attached to shins for "free" leg tracking.
most definitely. The manufacturing cost of the lighthouses is deceptively high.And single-rotor sync-on-beam Lighthouse 2.0s are a great start for cheaper overall setup cost!
Less than half the internal components per lighthouse, likely (this is mostly my speculation) less need for complex calibration during manufacturing, and all while increasing accuracy and range further.
technologically it can for sure. Just would need implemented. It can already track more than just the headset and 2 controllers. The puck addon is available.Can the Vive support more than two controllers?
technologically it can for sure. Just would need implemented. It can already track more than just the headset and 2 controllers. The puck addon is available.
The Vive HMD specifically can't, in terms of communication bandwidth, but the OpenVR ecosystem can support a ridiculous number.Can the Vive support more than two controllers?
I wonder how far away we are from outside in tracking + HMD + finger tracking controllers hitting the $600 range.
Might be easier to imagine the controller being fixed to your palm. What the touchpad can sense is how many fingers are touching the surface, how much of each finger is touching a surface and with less accuracy how far the finger is from a point of the surface. Fingers have a reasonably limited range of motion. Even if you were limited to finger curl that's still reasonably good for much finger motion!Right, but you're not actually touching the surface when using a touchscreen or trackpad - there are several layers of glass and/or plastic in between. But I understand what you're saying - didn't know that about the Vita - the obvious challenge is overcoming the loss of accuracy when sensing from a greater distance.
a nice small receiver that can plug into the USB slot in the HMDThe HMD can't, the OpenVR ecosystem can support a ridiculous number.
They could ship the knuckle controllers with a $3 USB receiver to make them independent of the HMD in use.
I dont see inside out ever reaching the accuracy of outside in.I think going forward inside-out tracking is the only way to go.
The Vive HMD specifically can't, in terms of communication bandwidth, but the OpenVR ecosystem can support a ridiculous number.
They could ship the knuckle controllers with a $3 USB receiver to make them independent of the HMD in use.
Marker-less?I think going forward inside-out tracking is the only way to go.
Using USB receivers. You can have 10+ trackers running at the same time.How are developers using pucks? Just as replacements for Vive controllers?
Ive always looked at vive as outside in, but this makes sense.Because the Lighthouse system is inside-out tracking (with markers).
Marker-less?
Because the Lighthouse system is inside-out tracking (with markers).
When you show me markerless inside-out tracking for controllers that works remotely as accurately, reliably and in as many scenarios as Lighthouse (1.0, never mind 2.0) does I'll become a believer in that. But I think that's still a long way off.
Ive always looked at vive as outside in, but this makes sense.
Well, I hope you don't get your wish, because I very decidedly do not want an analog stick on my VR controllers. Certainly not instead of the touch pad, and certainly not at my thumbs natural resting position.I really, really want a single analog stick, but the ergonomics and finger tracking are thrilling. I'm really excited to try these.
Yeah, I get your meaning. Sounds like it could work reasonably well.Might be easier to imagine the controller being fixed to your palm. What the touchpad can sense is how many fingers are touching the surface, how much of each finger is touching a surface and with less accuracy how far the finger is from a point of the surface. Fingers have a reasonably limited range of motion. Even if you were limited to finger curl that's still reasonably good for much finger motion!
Well, yes, if you want much less functionality and flexibility, and worse ergonomics.The trackpad part was the perfect place to put an analog stick.