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Feature Request: Add Splay And Proper Thumb Tracking For Quest 2 #2319
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@zarik5 you have more expertise with this, is there anything we can actually do for that? |
@Dathuss if all you can get in-game is finger curl and two-state thumb position means the game only support the Index controllers, and not the full skeleton. What game are you talking about? if it's VRChat they recently added a beta to support full skeleton, and you will also need a patch which is currently in nightly ALVR. |
@zarik5 hey, thanks for the quick reply ! it was indeed for VRChat. I assumed hand tracking was already implemented. I tried what you recommended and it indeed worked ! now splay and thumbs are freeee ! com.oculus.vrshell-20240811-141533.mp4as you can see, while they're smooth inside the meta menu, as soon as i'm in alvr they get jittery. My wifi is pretty strong and I can attest this was not the case before. |
Are they jittery inside VRChat too? Also there is a preset in ALVR to disable VRChat hand tracking. Does that work? |
yup both in the steamvr menu and subsequently in VRC
actually i get something completely different, in that alvr straight up errors on steamvr launch whenever i disable the option. This is the error it spits : there's nothing more in the crash_log.txt file. this happens every time and toggling the option back on makes it not error anymore but i still get a jittery output. deleting the config file fixes it |
Do you mean it fixes the crash or the jitter? |
ok so i just tested and it does fix the jitter for some reason ! it's much smoother now. magic. |
Hi folks,
First of all, thanks a lot for this amazing tool. I'm a quest 2 user and it's a breath of fresh air to not use the proprietary Oculus app.
However, there's one aspect that bothers me.
While support for finger tracking is nice, it is pretty limited because while the Quest supports full hand tracking through its cameras, only the fingers' phalaxes rotations are being used and not the splay of the individual fingers. Furthermore, the thumb is only tracked in a 'on-off' state and not an analog state (we can see this in code here).
All this creates a more rigid end result that doesn't reflect what the hand is actually doing. Which is sad, because as far as i understand it is technically able to be more accurate (I apologize if it is not the case, and would like to understand why).
So I'd like to ask if it would be possible to implement splay and thumb tracking. Thanks :)
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