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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.


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.


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!


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.


Carmack's keynote that corndoge linked to is exactly my source. I'm not sure about one that's more searchable, unfortunately.


Also referenced in this paper (section 5): https://research.fb.com/publications/machine-learning-at-fac...


Thank you everyone!




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