hand tracking

meta-shows-off-quest-hand-tracking-improvements,-claims-“almost-as-responsive-as-controllers”

Meta Shows Off Quest Hand-tracking Improvements, Claims “almost as responsive as controllers”

Apple is going all-in with hand-tracking for its upcoming Vision Pro, but can hand-tracking really replace proper VR controllers? Meta, Apple’s main competitor in the space, isn’t going so far as to make that particular claim, however the company says Quest’s recent hand-tracking improvements are now “almost as responsive as controllers” thanks to its recent v56 software update.

First announced in late July, the company’s Hands 2.2 tracking improvements are introducing what Meta says is better hand responsiveness and a few new experimental features that we’ll probably see in Quest 3.

Now rolling out to Quest headsets, Meta says users should notice hand-tracking latency reduced “up to 40%” in regular use, and “up to 75%” during fast movement. Meta says those dramatic gains in fast movement latency are thanks to the introduction of a new Fast Motion Mode (FMM) for more frenetic games, like fitness and rhythm games that require you to punch incoming objects.

Here’s a look at controllers relative to the new Hands 2.2 release:

v56 is also rolling out to Quest Pro, which includes two new experimental features: simultaneous hands and controllers (Multimodal) tracking, and controller-driven hand pose (Capsense Hands).

Multimodal tracking is said to unlock a number of mixed input style, including Hand+controller gameplay, instant transitions between hands and controllers, and improved social presence when using one controller. It’s only available on Quest Pro for experimentation, although Meta plans to add support for additional devices later.

On the other hand, Capsense Hands lets developers show a natural hand model visualization on top of, or instead of, a user’s controller. Check out both in action in the video below:

“Hand Tracking gives your app’s users the ability to engage with their VR or mixed reality environment in a way that is natural and intuitive,” Meta says in a developer blogpost. “These interactions deepen the immersive experience and help people feel more connected to what’s going on around them in-headset. Hands can also provide a faster on ramp for users new to VR. By integrating Hand Tracking in your existing apps, you can give your users more flexibility to tailor their experience and find what works best for them—and thanks to Hands 2.2, you can feel confident knowing your app’s users will enjoy a great experience regardless of whether they play with hands or controllers.”

Meta says we should hear more about its hand-tracking upgrades in the near future, as the company is hosting its annual Meta Connect developer conference on September 27th, which ought to include an info dump (and likely release date) for its upcoming Quest 3 headset, which is bringing much of the functionality of Quest Pro to the consumer price point of $500.

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Meta’s New Demo App is Like ‘Beat Saber’ for Hand-tracking

Meta’s hand-tracking has improved by leaps and bounds since we first saw it on the original Quest in 2019, but as Apple serves up stiff competition with its upcoming Vision Pro mixed reality headset, Meta tossed out a new hand-tracking demo that shows off the benefits of its latest software update.

As a part of Quest’s v56 software update Meta unveiled Hand Tracking 2.2, something the company says focuses on hands responsiveness. If Meta wants to beat Apple at its own game—Vision Pro’s input relies primarily on hand-tracking—it really needs to make hand-tracking as a reliable as possible.

To boot, Meta says in a blogpost its Hand Tracking 2.2 update reduces hand-tracking latency by 40% “in typical usage” and “up to 75% during fast movement.”

To show off its latest hand-tracking improvements, Meta released a first-party app called Move Fast, which is pretty similar to the company’s own block-slashing rhythm game Beat Saber, albeit tasking you with chopping, punching, and blocking incoming objects.

With only four songs to play through however, Move Fast isn’t meant to be a full game, as Meta says it’s more for demonstration purposes so developers can see how the company’s Interaction SDK can now handle fast-action fitness types of apps.

To try it out for yourself, download Move Fast for free on Quest App Lab, which supports both Quest 2 and Quest Pro. Meanwhile, check out a brief clip of the demo in action below:

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AR and VR Content Creation Platform Fectar Integrates Ultraleap Hand Tracking

For the  Fectar AR and VR content creation platform users, creating XR content with hand tracking feature has just become simpler and easier.

Launched in 2020, Fectar is “the multi-sided platform that makes the metaverse accessible for everyone, everywhere.” Focused on creating AR and VR spaces for education, training, onboarding, events, and more, and aimed at non-technical users, the company provides a cross-platform, no-code AR/VR building tool.

Last week, Fectar integrated the Ultraleap hand tracking feature within its AR and VR content creation platform, allowing users to build VR training experiences with hand tracking from the beginning.

AR and VR Content Creation With Integrated Ultraleap Hand Tracking

Ultraleap was founded in 2019 when Leap Motion was acquired by Ultrahaptics, and the two companies were rebranded under the new name. Ultraleap’s hand tracking and mid-air haptic technologies allow XR users to engage with the digital world naturally – with their hands, and without touchscreens, keypads, and controllers.

Thanks to the Ultraleap feature, Fectar’s users will now be able to create and share immersive VR experiences that use hands, rather than VR controllers. According to Ultraleap, this makes the interaction more intuitive, positively impacts the training outcomes, reduces the effort of adoption, and makes the experiences more accessible.

Non-Technical People Can Develop Immersive Experiences 

The new addition to the AR and VR content creation platform is a strategic decision for Fectar. The company’s target clients are non-technical content creators. They don’t need to know how to code to create VR apps and tools, including training programs.

This is, in fact, one of the most frequent use cases of the Fectar AR and VR content creation platform. “We want our customers to be able to create world-class VR training experiences,” said Fectar CTO and founder, Rens Lensvelt, in a press release. “By introducing Ultraleap hand tracking to our platform we’re giving them an opportunity to level up their programs by adding an intuitive interaction method.”

VR Programs and Tools – the Future of Collaborative Work and Training

Virtual reality content has expanded beyond the field of games or applications for entertainment. VR is part of education and training, medicine, business, banking, and, actually, any kind of work.

This is why an AR and VR content creation platform for non-technical users, like Fectar, is so successful. Companies worldwide want to create their own training and collaborative VR tools, without hiring developers.

“The combination of Ultraleap and Fectar provides people with the right tools they need to develop the best education or training programs – and makes it easy to do so. We already know that enterprise VR programs improve productivity by 32%,” said Matt Tullis, Ultraleap VP of XR. “By making that experience even more natural with hand tracking, Fectar customers can expect to see their VR training ROI increase even further.” 

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