Re:Daydream Labs: Teaching Skills in VR
by hatsunearu on Thursday July 20, 2017 @02:23PM
(#14815051)
>Leap Motion
it's really crappy for VR. You need LOS to the base station, and obscured digits don't show up. Also, the range sucks.
They make a mount for sensor that puts it on the front of the headset and the software corrects for headset position.
The newer model Leap Motion has 180 degree field of view so essentially - if your hands are in front of you then it can track it.
The range only needs to be as long as your arms.
Some hand positions are self-occluding but this is a problem less often than you'd expect.
Direct sunlight used to be a problem because of IR interference but this might have improved (I haven't tried the it since last October).
Re:Daydream Labs: Teaching Skills in VR
by hatsunearu on Friday July 21, 2017 @02:47AM
(#14818553)
I own a Vive headset; I do not have a leap motion.
The community opinion on leap seems to be negative. I was basing my argument on that.
Re:Daydream Labs: Teaching Skills in VR
by BatFastard on Thursday July 20, 2017 @06:52PM
(#14816907)
Leap motion is so much more natural than any hand held controller its crazy! Using it gets rid of all of my motion sickness.
Yep. I don't think they were trying hard enough to make the experience unpleasant and memorable. If they didn't get further than flashing warnings with various sizes and wordings then they were a little premature in this conclusion.
And the comment about hand tracking is odd in that they haven't even acknowledged the existence of Leap Motion - which would work fairly well in this scenario (less of the occlusion issues that prevent it being a good general purpose VR controller.