Moving Hands in VR

I use a X55 HOTAS which is positioned (by accident) so that my Avatar's hands rest on the virtual equivalent of the HOTAS of each space craft. Whenever I move my hands the Avatar's hands move to. Which is very nice and very soon it gives me the impression that those hands are my own. But, what gives me the creeps is that the Avatar moves his fingers from time to time but my very own fingers are not moving at all.
Would be nice to have an option to turn off those unintended movements.
 
Would be great if they added support for the Leap Motion. You can actually track your arms and fingers in VR with it.
 
It never really bothers me.

I hope in the future we'll just have a thin glove that handles hand/finger trtacking, and still able to be used with HOTAS etc. Few years away yet :)
 
In my early VR days, I was interested in what the little lights / buttons were beneath the right forearm. A number of times I'd move my arm out of the way and then freak out a little when my avatar arm wouldn't move.

Freaky!
 
What's creepy is when I use my thumb to crack the first two knuckles on my left hand, subconscious action, and happen to notice the hand in my HMD release it's grip and wiggle fingers.

I know it's just coincidence/timing, but it's neat.
 
I get the false limb syndrome too, annoys me that my legs don't respond when I cross them.
One day those lap buttons will be real, and it will be epic!
 
Looking forward to the day when we get proper hand tracking support for VR. Leap Motion is pretty much the only game in town, but AFAIK, it requires a third party driver to get even cruddy support in VR. Which hasn't been updated in four months.

It'll be interesting to see how Frontier handles multi-crew, and later walking around, in VR and especially room scale. I still enjoy walking around my Cobra's cockpit. It's also fun to poke my head through the walls and floors. More and more parts inside of our ships are visible due to the lack of collisions in the room scale.

I can now see my Cobra's landing gear, the crew ramp, weapon hard point bays, utility hard point bays, plus the cargo hatch bay. I'd guess there's going to be a ladder located just behind the door at the back of the cockpit that connects the crew ramp below with the cockpit above.
 
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Nice! I've seen a few different gloves in the works, these look promising. And Xmass just around the corner!

I know I would rather spend $200 on a tracking glove than the oculus touch, granted I already have vive and the vive controllers so have gotten my fix with them.
 
*cough*




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Same experience here. I'll x-reference this thread in my list....


I know I would rather spend $200 on a tracking glove than the oculus touch, granted I already have vive and the vive controllers so have gotten my fix with them.
Leap Motion would do the job already without gloves. Check it out and let's try to convince FD to look into it.
 
[squeeeee]
the orion sw release puts the leap motion on par in terms of accuracy i'd say.
but the good is it's "dirt cheap", available and you don't need sweatty gloves.
Usually i never wear gloves playin games [haha]
 
[squeeeee]
the orion sw release puts the leap motion on par in terms of accuracy i'd say.
but the good is it's "dirt cheap", available and you don't need sweatty gloves.
Usually i never wear gloves playin games [haha]

Leapmotion any good in room scale? My main use would be room scale games, how close to the camera do you have to be?

The gloves will work, assuming they work at all, without having to face anything specific... that's the gig right there. I'll try leapmotion, you know, I tried FaceTrackNoIR before getting VR too :)
 
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Leapmotion any good in room scale? My main use would be room scale games, how close to the camera do you have to be?

The gloves will work, assuming they work at all, without having to face anything specific... that's the gig right there. I'll try leapmotion, you know, I tried FaceTrackNoIR before getting VR too :)

You misunderstand. Leap wasn't designed for room scale, nor does it need to. This is how it works:

You stick the leap motion sensor on the front of your Vive (there's plenty of room) using double sided tape. The Vive has a free USB port hidden under the top flap, connect it there. Done. No need for gloves or any controllers. Your hands just magically appear before you (provided the software supports it of course).

maxresdefault.jpg
 
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You misunderstand. Leap wasn't designed for room scale, nor does it need to. This is how it works:

You stick the leap motion sensor on the front of your Vive (there's plenty of room) using double sided tape. The Vive has a free USB port hidden under the top flap, connect it there. Done. No need for gloves or any controllers. Your hands just magically appear before you (provided the software supports it of course).

https://i.ytimg.com/vi/TwU2fS2z0uA/maxresdefault.jpg

The main problem with Leap Motion for me was is the narrow FOV. Your hands disappear once they're no longer within the sensor cone. They could still be within your vision, but your arms go away. The thing was designed originally as a desktop sensor, not a VR accessory, so it should be expected.

Still a neat peripheral. Here's a hacked "AR" application I had fun with, where you play with floating Sea Jellies. Note, the video is a narrower FoV than I saw with my DK2.
[video=youtube;qxMHyWZkaGw]http://www.youtube.com/watch?v=qxMHyWZkaGw[/video]
 
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Things I'd like:
- Your rudder pedals also tracked
- For the ability to tell tell the game what HOTAS kit we use, such that the button mapping visuals actually map up
Hardly high priority (I'd rather we have missions for wings that work first), but it would be a nice to have.
 
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