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Re:Oculus: Hand Tracking Updates by rpdillon on Monday May 18, 2020 @07:50PM (#23229753)
It's a quirk of the Qualcomm chipset they used in the Quest. It has an extra DSP accelerator that was originally unused, but they managed to repurpose it for hand tracking. It was an opportunistic play, as I understand it.
Re:Oculus: Hand Tracking Updates by jachee on Monday May 18, 2020 @08:44PM (#23230105)
Couldn't they tap into the Host PC's compute power for tethered headsets?

It feels like they're trying to exclude anyone who wants to play non-Oculus-published games.

Re:Oculus: Hand Tracking Updates by SimpleMinds on Monday May 18, 2020 @10:34PM (#23230767)
Could you link to a source about that dsp being specifically used for hand-tracking? My quick google didn't found a result that could confirm that and it would explain a bit. Thank you!
Re:Oculus: Hand Tracking Updates by corndoge on Monday May 18, 2020 @10:40PM (#23230815)
https://www.youtube.com/watch?v=PMIDaomx0GA

It's in here somewhere. It's also extensively covered in the hour breakout session by the folks who implemented it, which is uploaded somewhere though I can't find the link atm.

Re:Oculus: Hand Tracking Updates by rpdillon on Tuesday May 19, 2020 @12:31AM (#23231286)
Carmack's keynote that corndoge linked to is exactly my source. I'm not sure about one that's more searchable, unfortunately.
Re:Oculus: Hand Tracking Updates by xdxdx on Tuesday May 19, 2020 @02:11AM (#23231755)
Also referenced in this paper (section 5): https://research.fb.com/publications/machine-learning-at-fac...
Re:Oculus: Hand Tracking Updates by SimpleMinds on Thursday May 21, 2020 @02:54AM (#23255556)
Thank you everyone!