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{"id":3114829,"date":"2020-05-20T13:16:00","date_gmt":"2020-05-20T11:16:00","guid":{"rendered":"https:\/\/4players.fdpub.de\/allgemein\/oculus_quest-fingertracking_offiziell_verfuegbar_-_wir_haben_es_ausprobiert\/3114829"},"modified":"2024-05-11T19:27:34","modified_gmt":"2024-05-11T17:27:34","slug":"oculus_quest-fingertracking_offiziell_verfuegbar_-_wir_haben_es_ausprobiert","status":"publish","type":"post","link":"https:\/\/4players.fdpub.de\/news\/oculus_quest-fingertracking_offiziell_verfuegbar_-_wir_haben_es_ausprobiert\/3114829","title":{"rendered":"Oculus Quest: Fingertracking offiziell verf\u00fcgbar – wir haben es ausprobiert"},"content":{"rendered":"

Aktualisierung vom 25. Mai 2020, 13:33 Uhr:<\/strong><\/p>
\u00a0
Mittlerweile sind auch die kostenlosen Fingertracking-Updates f\u00fcr die beiden ersten offiziellen Spiele The Curious Tale of the Stolen Pets<\/a> und Waltz of the Wizard <\/strong><\/em>im Oculus-Store erh\u00e4ltlich.

Urspr\u00fcngliche Meldung vom 20. Mai 2020, 13:16 Uhr:<\/strong><\/p>
\u00a0
Amerikanische Virtual-Reality-Freunde sprechen bei der
Oculus Quest<\/a> gerne vom “gift that keeps on giving”: Facebooks mobiles, eigenst\u00e4ndiges VR-Headset bekommt schlie\u00dflich seit seinem Start vor einem Jahr immer wieder neue Funktionen per Patch. Eine der faszinierendsten ist das Hand- und Finger-Tracking, welches seit dem aktuellen Update aus der Beta heraus ist und offiziell ver\u00f6ffentlicht wurde.

Einfach die blo\u00dfen H\u00e4nde mittig vor die vier Tracking-Kameras am Rahmen halten – und schon k\u00f6nnt ihr das Hauptmen\u00fc und bald auch ein paar Spiele mit euren eigenen Fingern steuern! Im Men\u00fc haltet ihr z.B. die Seiten fest, bl\u00e4ttert nach oben oder unten und w\u00e4hlt per “Hand-Cursor” Men\u00fcpunkte mit dem Zusammendr\u00fccken von Daumen und Zeigefinger aus. Falls das Update bei euch noch nicht da ist, k\u00f6nnte ein Neustart helfen; Oculus liefert es leider wieder \u00fcber mehrere Tage verteilt an die Nutzer aus. Oculus erl\u00e4utert:

“Auch das Hand Tracking auf der Oculus Quest erreicht jetzt eine neue Phase. Nachdem es im letzten Dezember als experimentelles Feature eingef\u00fchrt und Entwicklern ein Preview-SDK zur Verf\u00fcgung gestellt wurde, wird das Hand Tracking mit dem Software-Update v17 f\u00fcr die Quest nun als generelles Feature integriert. Damit erleben Nutzer mit Apps wie Waltz of the Wizard<\/strong> oder
The Curious Tale of Stolen Pets<\/a><\/strong> nochmal ein neues Level an Freiheit.”<\/em><\/div>\n
Der
Entwickler-Blog<\/a> pr\u00e4zisiert allerdings, dass die beiden genannten Spiele erst irgendwann gegen “Ende des Monats” ihr Update f\u00fcr Fingersteuerung bekommen.





Ebenfalls unterst\u00fctzt werden soll
laut Oculus-Blog<\/a> das “Cinematic Narratives Set” – ein Doppelpack interaktiver VR-Erz\u00e4hlungen bzw. VR-Kurzfilme. Dabei handelt es sich um Gloomy Eyes<\/a> (eine Liebesgeschichte im Grusel-Gewand, mehr dazu hier<\/a>) und The Line (“eine Welt der Minaturen, in der alles immer tiptop und ewig gleich ist – bis dies sich irgendwann \u00e4ndert”). Beide Erfahrungen werden am 28. Mai im Oculus-Store ver\u00f6ffentlicht. Ab diesem Tag k\u00f6nnen interessierte Entwickler laut Entwickler-Blog von Oculus<\/a> zudem eigene Projekte mit Handtracking einreichen. Bislang wird nur Unity unterst\u00fctzt, die Unreal-Engine soll aber “bald” folgen.

In tats\u00e4chliche Spiele konnten wir f\u00fcr diesen News-Eindruck also leider nicht mehr hineinschnuppern. Wir haben allerdings bereits in der experimentellen App “Hand Physics Lab” herumgealbert, die per Sidequest erh\u00e4ltlich ist (
mehr dazu hier<\/a>, per Sidequest gibt es auch andere experimentelle Fingertracking-Titel). Werft am besten einen Blick auf unsere Spielszenen, die das Herumgegriffel besser erkl\u00e4ren k\u00f6nnen als jeglicher Text:

\n



Man boxt, streichelt oder wirft arglose Strohpuppen, hantiert mit dem Hammer und Messern, saut sich beim Malen mit Fingerfarben ein oder tippt mit den Fingerspitzen auf einer virtuellen Tastatur. Nebenbei lassen sich an Schaltern Feinheiten wie eine Art Macht-Strahl im Star-Wars-Stil oder die Anziehungskraft deaktivieren – weee!

Es f\u00fchlt sich tats\u00e4chlich sehr schr\u00e4g und faszinierend an, pl\u00f6tzlich die eigenen H\u00e4nde in der virtuellen Welt vor Augen zu haben – ganz ohne Controller in der Hand, wie es noch bei der
Valve Index<\/a> der Fall ist. Die H\u00e4nde bewegen sich allerdings deutlich tr\u00e4ger \u00fcber den Schirm als die Controller der Quest. Offenbar belasten all die physikalischen Tricks und berechneten Objekte die Rechenleistung des Mobil-Chips beachtlich, denn die Finger reagieren sp\u00fcrbar langsamer als z.B. im Quest-Men\u00fc.

Nachteile sind momentan zudem noch, dass sich die H\u00e4nde zentral vor allen vier frontalen Tracking-Kameras der Oculus Quest befinden m\u00fcssen, damit sie nicht ab und zu falsch berechnet am Rand herumzucken – und nat\u00fcrlich, dass es weder Feedback noch Gegendruck wie bei klassischen Controllern gibt. Daher knicken die Finger z.B. ab, wenn man sie mit Fingerfarbe zu nah an die Leinwand dr\u00fcckt. Bei Objekten wie der Sparrings-Puppe stoppen sie bei Kontakt aber auf der Oberfl\u00e4che ab – bzw. schubsen das Objekt weg.

Obwohl die Technik noch in den Kinderschuhen steckt, ist ihr Potenzial aber schon jetzt klar sp\u00fcrbar! Sobald die optimierten Berechnungen irgendwann fl\u00fcssiger laufen und es bessere Routinen f\u00fcr die Berechnung der Handposition an den R\u00e4ndern gibt, k\u00f6nnten einige Genres von der Technik profitieren. Vor allem Detektiv-Adventures oder Suchspiele wie das oben genannte The Curious Tale of Stolen Pets d\u00fcrften prima dazu passen. Auch Musikspiele, bei denen man Noten trifft, herbei fliegende Kurven ber\u00fchrt und dergleichen, wirken wie gemacht f\u00fcr die Steuerung mit den eigenen H\u00e4nden.

Praktisch ist, dass es in diesen Bereichen ohnehin gro\u00dfe Schnittmengen mit Gelegenheitsspielern gibt, die VR bisher skeptisch gegen\u00fcberstehen. Wenn sie nach dem Aufsetzen der Oculus Quest sofort mit den eigenen H\u00e4nden loslegen, greifen und zeichnen k\u00f6nnen, d\u00fcrfte man sie viel einfacher f\u00fcr VR begeistern k\u00f6nnen als mit abschreckenden Controllern und ihren zahlreichen Kn\u00f6pfen. In den meisten Genres wie Shootern, Plattformern & Co. – in denen Pr\u00e4zision, Gegendruck und Feedback n\u00f6tig ist – d\u00fcrften aber “klassische” Bewegungs-Controller weiterhin die erste Wahl bleiben.<\/div>","protected":false},"excerpt":{"rendered":"

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