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Oculus Quest & Rift S Update brings improvements to controller tracking



Oculus Quest and Rift S use similar inside-out tracking, with cameras on headsets tracking not only the user's head but his hands as well. Although this works well in many cases, there was a certain dead zone at the start, as the hands were brought very close to the headset, which could lead to a spotty pursuit. Oculus announces that tracking in this particular area has been improved as an update for Quest and Rift S has been released.

While Quest and Rift S certainly have the most comprehensive controller tracking coverage we've got from similar inside-out systems, both had notable dead zones as they brought the controllers very close to the headset. In many cases where the controls pass the deadband only briefly, the tracking is done properly by making some best guess about their position. However, in games where the player's hands are constantly in the dead zone, these estimates become inaccurate, occasionally causing your hands to drift off or disappear.

Courtesy of Oculus 2017) – Holding the player's trigger hand almost to the cheek while looking over the scope – and CREED: Rise to Glory (2018) – in which the player is asked to hold his hands in front of her face to block incoming blows.

In an update released today for both Quest and Rift S, Oculus says these specific situations have been improved, although they are not going so far as to say that has already been completely repaired. "We've refined our Oculus Touch Controller tracking algorithms to improve accuracy for specific poses, such as when your hands are near the headset or angled away from it," the company writes in a blog post I need some time to pick up the update and get a feel for it. In the meantime, this video shows the tracking of footage on the Rift S with the new update and it looks like things have improved noticeably.


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