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Oculus Touch: Difference between revisions

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==Hardware==
==Hardware==
===Traditional Controls===
===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. 2 Oculus Touch controllers are designed to operate simultaneously. Some of the controller's features are similar to a traditional gamepad. It has 1 analog stick and 2 buttons on top. Additionally, it has 2 triggers, 1 for the index finger located in front and 1 for the middle finger on the side.


===Tracking===
===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' bodies and 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===
===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.
===Ergonomics===


==Apps==
==Apps==