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 | 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== |