Moving Hands in VR

Yes, I hoped that my pedals would track...

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.
 
True - the Leap Motion sensor sticked to the HMD has a rather narrow field of view.

But i think for the cockpit in ED that would be sufficient to get a starting point. Also there are some concernes about the fingers untrackable when using a controller. But there comes the whole thing together. You can combine the controler inputs and what the leap motion detects to have a good representation of where the hands are. If hands are off view when you look at side panels, you render them as beeing on cotrollers. In case they come into view you animate a quick path to follow up within 1/4sec. That would do the trick.
The thing is with VR helmet on or even closed eyes, if you are not a blind person you usually have no precise idea where your limbs are anyways. As soon as you look on one of the side panels and have your fingers searching for a button, a good enough animation for such a UI should be possible.
Now just as with DK2, it does the trick for earyl adopters and would just be good enough to give a good idea whats possible. But as soon as this system picks up interest, it would not cost a whole lot more to make a sensor with a much wider field of view optimized for HMDs. Maybe it just needs two of those sticked together, and it still would be a lot cheaper and better than gloves or use of any VR-controllers. We use HOTAs anyways in the end, or steering wheels in racing games. All that is needed is a better representation of hands moving away from our main controllers when playing sim-games.
 
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Thanks for all that feedback to my post. I wanted to give some +1 for lots of them. However, I ran out of points to distribute.

Having seen those gloves etc. it makes me hope that those will be supported one day in ED. Which brings up the question if anyone has made the htc Vive controller's buttons work with ED?
 
Would be great if they added support for the Leap Motion. You can actually track your arms and fingers in VR with it.

I believe they've said it is on the list, but pretty low priority for obvious reasons, it is a subset of a subset of players it would affect.
 
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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.

Oh absolutely, this is true. However, from personal experience I can say that for 90% of applications this works just fine. For example, holding a gun or manipulating things in a VR world. You rarely do things with your hand behind you back ;)
 
I'm really excited to see how the moving heads shown in this week's preview for 2.3 will be like in VR. I can only hope that my Avatar's head (nose etc.) is not moving in front of my eyes. ;-)
 
I'm really excited to see how the moving heads shown in this week's preview for 2.3 will be like in VR. I can only hope that my Avatar's head (nose etc.) is not moving in front of my eyes. ;-)

I think we'll have headless bodies as we do now in VR. The other crew members will have heads, but our own bodies can't because of the issue you describe. What would be neat is if your own head faded into view as you moved away from it; if you stood up for example and stepped away from the chair. Fade it back out again as you got closer and sat down.
 
While I understand people would love such details, I have to say they should add it, low priority though, since VR is already a small percentage of users?
 
I'm really excited to see how the moving heads shown in this week's preview for 2.3 will be like in VR. I can only hope that my Avatar's head (nose etc.) is not moving in front of my eyes. ;-)

I think we'll have headless bodies as we do now in VR. The other crew members will have heads, but our own bodies can't because of the issue you describe. What would be neat is if your own head faded into view as you moved away from it; if you stood up for example and stepped away from the chair. Fade it back out again as you got closer and sat down.

This should be a non-issue. In all modern 3d renderers, whether it be video games or CGI production software it's possible to prevent individual objects from rendering within a camera view.

When I first looked around with headtracking, I was surprised that our character models didn't have a head (as a 3d artist, it struck me as lazy)— it should be possible to set up the first person camera view with: "Do not render head, but head will still cast shadows"

Just look at first person shooters that have full character bodies cast shadows on the ground.
 
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