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Oculus Touch: Difference between revisions

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===Tracking===
===Tracking===
Oculus Touch achieves precise, 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]].
Oculus Touch achieves precise, 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]]. The LEDs on the outer rings prevent [[occlusion]] caused by your hands. In addition to [[positional tracking]], controllers possess built-in [[IMU]]s that allow [[rotational tracking]].


===Gesture Sensing===
===Gesture Sensing===
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===Ergonomics===
===Ergonomics===
The user grips the controller similar to a combination of shaking some's hand and making a loose fist. Your thumb is placed on top of the controller and handles the analog stick and 2 buttons.  
You grip the controller similar to how you shake someone's hand. Your thumb is placed on top of the controller and handles the analog stick and 2 buttons. Your index finger is placed in front and activates a trigger. Your other 3 fingers grip the handle of the controller with your middle finger responsible for a trigger on the side.
 
==Apps==
==Apps==