Article Image

Hand Tracking on Oculus Quest hands-on review: My immersion!

Using the cameras already built into the Quest, the software is able to sense and recreate your hands and individual finger movement in VR. Is it too good to be true?

“Why you can trust Digital Trends – We have a 20-year history of testing, reviewing, and rating products, services and apps to help you make a sound buying decision. Find out more about how we test and score products.“

VR is all about immersion, and companies like Oculus know that clunky controllers have always stood in the way of that.

At Oculus Connect 6, Facebook unveiled one of the more exciting developments in VR technology we’ve seen lately: Hand tracking. No gloves are required, and neither is a new headset. It’s an update to the Oculus Quest, coming as soon as early 2020.

Sound too good to be true? It’s not.

Although Facebook cautioned that hand tracking at this stage is still pre-production beta software, I was able to test how the feature functions on two different demos at Oculus Connect 6 this year. The first was a demo called Elixir, developed by Facebook Reality Labs in partnership with Magnopus VR.

In it, I found myself thrust into the world of witchcraft. Playing the role of a witch’s apprentice as I learn how to cast spells, the tactile use of my hands made the experience feels more immersive as I navigated around the studio.

Poking a dragon’s belly, lighting candles on fire, and dipping my hands into cauldrons and potions felt more natural than dealing with buttons, grips, or triggers on a controller.

Because the Oculus Quest was built with four outward facing cameras, Facebook claims that hand tracking leverages the monochrome cameras to track your hands.

When your hands enter the cameras’ field of view, they are displayed on-screen using 3D rendering. Software maps out your hands and approximates where the joints and knuckles on your fingers are located, which helps to mimic finger motion when you move your finger.

When I poked the dragon’s belly in Elixir, the software accurately identified my hands and its movements, which progressed into a fist with an outward pointing index finger just when the belly was being poked. Tracking was good, but since the cameras are used, whenever my hands were out of the camera’s frame of view off to my sides or too far stretched outwards, they disappeared.

In Elixir, your hands can transform into octopus-like tentacles and Wolverine-like claws, so different overlays other than human hands are possible, adding even more layers of possibilities.

On the enterprise side, Farmers Insurance ran a demo where you’ll star as the insurance claims agent walking through a water-damaged kitchen identifying and tagging leaks.

When you spot water damage — like on the wooden floors or inside a cabinet underneath the sink — you can point to the area with your hand. A virtual menu appears, and you can tag the assessed area as something that can be easily cleaned or as an item that will require repair.

Both simulations performed great. Compared with other demos from the conference, such as Medal of Honor: Above and Beyond, performing actions with my hands definitely felt more natural. In Medal of Honor, the game’s authentic reproduction of Europe during World War II made the game feel very immersive — and real — and once I tried out the hand controls, using controllers felt obtuse.

For example, loading a gun, discharging used ammunition, and firing weapons would feel more natural than using the A button to discharge the ammunition and fumbling with the the grip and trigger on the controllers to reload the guns and rifles.

The limitation, however, is that hand tracking — and more specifically, finger tracking — seems limited to simple in-app interactions, like pointing, grabbing, touching, and holding. More complex interactions will likely require buttons, and a controller would be needed in that case.

Facebook developers working on hand tracking informed me that the company is exploring building in more interactions, and that they are working with game developers to see if specific actions can be controlled without a controller.

Even with hand tracking, you won’t be able to fully get rid of your controllers. On a very basic level, even getting started on Elixir required them. But once I was in, the hands-free VR experience made be never want to go back.

Mozilla is giving Firefox’s Smart Window two new tricks. If you haven’t tried it yet, Smart Window is an optional AI mode in Firefox with a built-in chat that helps you get things done while you browse. With this update, it can fill out online forms using details from your tabs and keep an eye on websites for you.

Tired of typing the same details into every form?

The absolutely absurd idea of putting a touchscreen display on a mouse isn't exactly new. Turtle Beach already did it with its Command Series MC7, which features a 2.25-inch control screen. But apparently, even that wasn't ridiculous enough for Arctic Fox Technologies. Its new Super Mouse looks like someone took the chunky old Atari ST mouse, slapped a touchscreen and scroll wheel on it, and called it an upgrade.

The result is a rather unusual-looking mouse that is now on Kickstarter, starting at $199. And as ridiculous as it looks, some of its features are genuinely intriguing.

Apple is less than a day away from launching its highly anticipated OLED MacBook Pro with a touch-sensitive screen. But it appears that the upgrade is going to cost a pretty penny. According to a report by Bloomberg, Apple is reportedly eyeing a starting price of $2,899 for the 14-inch MacBook Pro, while the 16-inch version could start at $3,399 in the US.

"At $2,899, the 14-inch model would mark the highest starting price for a new MacBook Pro model, surpassing the $2,799 Apple charged for a 17-inch version introduced in 2006," says the report. The report claims that Apple is targeting a minimum price hike of $400 for its upcoming redesigned 14-inch and 16-inch MacBook Pro models.