OK occlusion test for the Rift-S... I've tried to put my hands near and over the cameras... below the headset... in line in front and so on. This is the first and only test so I've not picked a good test or edited anything. Have a look and comment. I can retest with different hand positions if you really want but it took longer to get onto youtube than I thought... maybe another tomorrow if needed (it's getting late).
Just a post script to my video... I've added a comment in another thread regarding an issue when the controllers are kept pretty still and what appears to be then registered as not use, something akin to a sleep mode maybe.
I used to have this problem when moving very slowly and it seemed to be fixed with a previous update but the issue does still happen when controllers are held very stead for a short time.
This doesn't happen for me in any game but it's still there if I test for it. My guess is Oculus tweaked the settings but need another adjustment if anyone's still experiencing this. Perhaps add a slider so people can set there own sensitivity to registering no movement.
Just a post script to my video... I've added a comment in another thread regarding an issue when the controllers are kept pretty still and what appears to be then registered as not use, something akin to a sleep mode maybe.I used to have this problem when moving very slowly and it seemed to be fixed with a previous update but the issue does still happen when controllers are held very stead for a short time.This doesn't happen for me in any game but it's still there if I test for it. My guess is Oculus tweaked the settings but need another adjustment if anyone's still experiencing this. Perhaps add a slider so people can set there own sensitivity to registering no movement.
Red, like I said in that thread and this it depends when and how often it happens as compared to how often and when issues arise with outside-on, you said you avoided areas where tracking was lost... I personally never experience the issue I've just described except when I've just tested for it outside of a game and with hands kept more still than I ever do in any game.
You have to be balanced when comparing the tracking solutions not just focusing on each problem that gets posted on the forum as if it's universal.
Plus the issue I've just described is neither occlusion nor accuracy related, it's settings relating to timing-out which needs addressing but is addressable.
Agreed that there is a difference between Occlusion and Accuracy. If we start to incorporate everything that impacts accuracy in a general sense, then we get in to some fuzzy areas on both products.For example, the problem with Index's Thumbstick does impact the accuracy of properly moving around in VR using Locomotion. Even the accuracy of Teleportation is impacted by the issue, among other things. The Valve Knuckles Thumbstick is negatively impacting accuracy in far worse ways than anything either version of Oculus Touch has ever maintained.About a week ago, Valve released a "workaround" to address this issue:https://uploadvr.com/valve-index-thumbstick-workaround/As of now, there are no needed work-arounds for the accuracy of the new Oculus Touch controllers. The only thing we have to look forward to is an increase in the functionality of the Tracking Algorithms for software-based tracking to help address Occlusion factors that come with the current Inside-Out tracking implementation.Lastly, the Valve Knuckles do have known tracking accuracy issues when trying to track all 5 fingers. The tracking accuracy isn't always reliable, and we can read comments about this on reddit:https://www.reddit.com/r/ValveIndex/comments/c7ttbc/finger_tracking_issues_heres_a_quick/So if we look at "accuracy" from multiple angles, the Valve Knuckles are the least accuracy controller on the market. At least in their current state.
What happens if you hold your hands behind your back for let's say 30 - 60 seconds (where the cameras can't see your hands at all)? - Is the tracking system able to maintain some sort of "last known position" - or does something else happen? Tracking in front of the headset does look good in your video - soon Oculus may only need to focus on fixing the sound.
I'm shortly going off to London so I'll post a vid on Monday of hands behind back if it helps.
But tbh it's difficult to demonstrate that kind of thing on a vid as when they're behind your back you don't see that tracking is lost (which it is). I don't have a game that I'm aware of that would demonstrate lost tracking very well with something you're holding behind your back as it would just not be seen.
I'd also prefer to stick with real-world gaming and experiences... I'll go through my library on Monday and see if there's something that picks up this kind of controller positioning. But I think it's pretty much the same as when I put my hand under my desk, completely out of site.... the position of the controller locks into the position it was last registered, the controller's internal movement sensors seem to position it correctly under the desk, then after a second or so it locks in that position but continues to register attitudinal movement, so even below the desk, out of sight, I can continue to rotate my hand in any direction.
Then when pulling the controller out it snaps back into position as soon as line of sight is recovered.
I'll have to come back to this on Monday Red... I'll see if I can dig out a webcam or something but like I say I'd prefer to stick to real gaming experiences.
I understand you guys want to see the tracking limits though even if it's not real-world... I suppose I would too if I wasn't using them!
Edit: I don't think I've ever posted a pic of myself, never mind webcam footage, well we'll see.
I know it's a different topic, but I just wish Oculus would support a higher end VR headset that used outside in tracking for those people who wanted it. I am looking to see what the HTC Cosmos can do, but I'm not sure if they could beat Oculus when it comes to getting inside out tracking to be spot on for everyone. Will be interesting to see what is said about the HTC Cosmos inside out tracking when it's launched.
I'll have to come back to this on Monday Red... I'll see if I can dig out a webcam or something but like I say I'd prefer to stick to real gaming experiences.I understand you guys want to see the tracking limits though even if it's not real-world... I suppose I would too if I wasn't using them!Edit: I don't think I've ever posted a pic of myself, never mind webcam footage, well we'll see.
OculusHomie said:I think you miss understand the finger tracking issue.
That is incorrect. Here's one example:
So you admit that there's an anomaly that requires a workaround to fix? Thanks for proving my point.
I never said that there was a specific sensor for each finger.
And they still end up with anomalies that require resetting despite having 87 sensors? Sounds defective.
Not very well it seems.
And Atmos strikes again and soon to be struck again 👍
My iphone has finger print ID but if I don't put my finger on the button correctly it fails to unlock. Does this mean my phone is defective?
Smart phones can be opened more than one way, and the function of a phone is not to merely open and close. Have you even used a smart phone before? That is different from Valve Knuckles, which function is to track. And if it can't track... then it's a fairly useless device. Simply put: If you can't open your phone with a fingerprint, then unlock it with a code. Whereas, if your Knuckles can't track your fingers, then you have a paper weight on your hands.
So let's compare this to Oculus Touch: We can hold them more than one way, and even on opposite hands! They don't fail to track as a result. Unlike Knuckles which (according to you) fail to track if you put your finger down the wrong way.
AV Forums better do a recall, Atmos logic strikes again.
Dear Oculus, I've logged into the forums today to find that Atmos has been banned by the mods. Again. This is well out of order innit. Fuck you, I'm buying a Vive.
RuneSR2 said:Psst. Don't buy a Vive, get the Index, no matter what you've heard, it's got the best controllers on the planet,
I can't say an Index cos the original poster said he was getting a Vive ages ago.
RuneSR2 said:Not gonna spend a lot of time arguing why people should use Knuckles
If Knuckles don't work, get them RMA'ed. I don't run sideways.
Your Touch controllers are changing/morphing on their own? That's not normal lol
Hand controllers shouldn't feel large/bulky.
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