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A new technique for reducing positional latency called ‘Phase Sync’ has been added to both the Unity and Unreal Engine 4 integrations; Oculus recommends that all Quest developers consider using it. Phase Sync Latency Reduction in Unity and Unreal Engine. OpenXR Support for Oculus Unity Integration.
Lynx R-1, the upcoming standalone MR headset, has been delayed to late 2020, but a new update from the company says they’re targeting a lower price and now including Ultraleap hand-tracking. Ultraleap’s hand-tracking is recognized as perhaps the best commercially-available hand-tracking solution.
According to Qualcomm, this feature will help reduce latency and provide a more responsive and natural-feeling AR experience. Hand-tracking Works with Snapdragon Spaces (Unity/Unreal) 2.5X better AI, 50% less power (vs last-gen) WiFi 7 Latency phone to device 2ms 3rd party controllers Supports Lightship/VPS.
Apart from being more accurate, Hyperion features some important new features, that the company describes as follows: Microgesture interactions: Hyperion can track small finger movements down to the millimeter, enabling subtle gestures that require minimal effort.
An “Edge” cloud infrastructure allows businesses to place XR assets within their operator networks, promoting a low-latency and highly scalable on-site experience. Using a combination of sensors and receivers, eye and handtracking solutions allow for the creation of a powerful human-personal computer interface for XR.
The device also exploits Leap Motion handstracking and offers a completely natural interface all based on hands interactions. Or because he’s been the first person attaching a Leap Motion to an Oculus DK1 with some duct tape, envisioning how handtracking could be vital for virtual reality. Hands-on review.
It also adds the ability to emulate Valve Index controllers using Quest's controller-free handtracking, enabling finger tracking in SteamVR games which support it. And emulated Vive Trackers isn't the only new feature in this Virtual Desktop update.
These capabilities include higher bandwidth for lower latencies, and real-time volumetric capture and rendering. The Unreal Engine General Manager Marc Petit announced new tools on the Epic Online Services platform to help developers create scaling multiplayer experiences. The AR Cloud. Announcements. Best Indie Creator.
"We've also been pleased with how rapidly both platforms are improving on the software side, like the lower latencyhandtracking coming in visionOS2 and the improved passthrough on Quest. It’s an unreal level of contrast. We look forward to evolving THRASHER along with all these amazing platform updates."
This was widely shared – leading to many believing Quest just got body tracking support – but both the name of the API and the illustration are misleading. Meta’s HandTracking API provides the actual position of your hands & fingers, tracked by the outwards-facing cameras.
The headset includes the widest field of view of any XR headset currently available, as well as depth awareness, advanced security measures and ultra-low latency. Here’s what we know so far. It also has the industry’s highest resolution (over 70 ppd), and the widest currently available field of view at 115 degrees.
Unique passthrough capabilities: With dual, low-latency 20-megapixel cameras, the XR-4 headsets can create photorealistic mixed-reality experiences. Users can access over 100 third-party applications and engines, including Unreal Engine and Unity.
Many game engines – such as Unity, Unreal and SteamVR- immediately support it. Reducing Latency is Becoming Complex Trends Presence in VR requires low latency, and reducing latency is not easy. Low latency is also not the result of one single technique. Eye tracking software converts eye images into gaze direction.
And as any year, Oculus has really amazed us: for sure you have already read my short recap published after the first keynote of OC6 where I told you about amazing stuff like Oculus Link, Facebook Horizon and HandsTracking. Handtracking on Quest. Handstracking will guarantee 25 tracked points for each hand.
We have seen that handstracking has enabled new kinds of experiences that we hadn’t even thought of before (think about the great experiments by Daniel Beauchamp ), and I’m sure that the same will happen with passthrough AR, too; Facebook is building a platform that will work for all future headsets. Fracked is the game of the moment.
The problem is not the headset, but the controllers, that maybe to spare battery are emitting very low IR light, that can’t be detected very well outside, where the Sun emits too many IR rays; A Redditor has published a super cool guide on how to obtain the most from your router to have very low latency on Virtual Desktop.
Mark Rabkin showed a whole slide about Unreal Engine and announced camera access. I already had my travel plans figured out for Unreal Fest Seattle, where my company was giving several talks , followed by a Star Wars convention in Orlando, where we’d be exhibiting our open source recreation of the Galactic Starcruiser.
Motion-to-Photon latency is touted at 15ms whilst the refresh rate is either 90hz or 120hz. The hardware for handtracking is already incorporated, though wasn’t activated at the time I started testing the system, coming soon as part of ongoing software updates.
The headset (that you see in the above picture) is quite slick and features pancake lenses, eye tracking by Tobii, integrated audio, and Wi-Fi 6/6E/7. UEVR is a universal VR mod, and it lets everyone easily convert every Unreal Engine-based PC game (including the AAA ones) into a VR experience.
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