SteamVR Skeletal Input
Full blog post here.
Basically, it's a hardware-developer-side on the one hand (ha!) and game-developer-side on the other hand API for providing information about hand poses to VR games.
It's designed in a way that I deeply appreciate, because it embodies exactly what I think is one of the very finest aspects of the PC platform that should be supported above all else: forwards and backwards compatibility, and and experience that continues to improve with improving hardware without requiring new development effort. The anti-remaster technology, if you will.
HTC Vive Wands
Oculus Touch Controllers
Knuckles EV2
Knuckles EV2
Full information here.
Summary from the blog post (but read the entire thing):
Moondust demo
Playable knuckles tech demo in the Portal universe, using all the various inputs.
Full blog post here.
Basically, it's a hardware-developer-side on the one hand (ha!) and game-developer-side on the other hand API for providing information about hand poses to VR games.
It's designed in a way that I deeply appreciate, because it embodies exactly what I think is one of the very finest aspects of the PC platform that should be supported above all else: forwards and backwards compatibility, and and experience that continues to improve with improving hardware without requiring new development effort. The anti-remaster technology, if you will.
The Skeletal Input system will allow controller makers to capture the pose of the user's hand as accurately as their sensors are able, and provide it as a stream of animation data to the running app. App developers can then use this stream to animate the hands of the user's avatar on its own or in combination with their own animations.
What this means for users is that they will be able to get the full benefit of their investment in new VR controllers in their favorite games without the need for the developers to release a patch to support the new controller. App developers will not need to create unique animations for each controller they intend to support when their game is released, or issue patches to support new controllers. And hardware makers can continue to innovate in this space, and write their drivers so that their controller will work with any game that supports the new Skeletal Input system.
HTC Vive Wands
Oculus Touch Controllers
Knuckles EV2
Knuckles EV2
Full information here.
Summary from the blog post (but read the entire thing):
- Improved industrial design and ergonomics
- Updated input set and layout
- Improved strap fit and feel for more hand sizes
- New sensors, enabling new interactions
- Improved battery life, USB-C charging port
- Added support for SteamVR Tracking 2.0
Moondust demo
Playable knuckles tech demo in the Portal universe, using all the various inputs.
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