Oculus Touch: Difference between revisions
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==Hardware== | ==Hardware== | ||
===Traditional Controls=== | |||
One wireless Oculus Touch is held in each hand. Some of its features are similar to a traditional gamepad. It has 1 analog stick and 2 buttons on top and 2 triggers, 1 for the index finger located in front and 1 for the middle finger on the side. | One wireless Oculus Touch is held in each hand. Some of its features are similar to a traditional gamepad. It has 1 analog stick and 2 buttons on top and 2 triggers, 1 for the index finger located in front and 1 for the middle finger on the side. | ||
===Tracking=== | |||
Oculus Touch achieves low latency, 6[[DOF]] tracking through the same system as the [[Rift]] headset. IR LEDs are placed on the controllers' rings, allowing them to be tracked by the same [[positional tracking sensor]] that tracks the [[HMD]]. In addition to [[positional tracking]], controllers possess built-in [[IMU]]s that allow [[rotational tracking]]. | Oculus Touch achieves low latency, 6[[DOF]] tracking through the same system as the [[Rift]] headset. IR LEDs are placed on the controllers' rings, allowing them to be tracked by the same [[positional tracking sensor]] that tracks the [[HMD]]. In addition to [[positional tracking]], controllers possess built-in [[IMU]]s that allow [[rotational tracking]]. | ||
===Gesture Sensing=== | |||
The device has an inward facing sensor matrix that can detect hand gestures. | The device has an inward facing sensor matrix that can detect hand gestures. | ||