• Bloobish [comrade/them]
    ·
    edit-2
    2 years ago

    Are they not able to just use something like small wrap around ankle sensors that can then proportion out a person's height and leg movement? This doesn't seem that hard unless they really don't want to make ankle sensors and think they can do all that with just a fucking headset.

    • half_giraffe [comrade/them]
      hexagon
      ·
      2 years ago

      But how are legs even necessary for the function of the metaverse anyway? (and also what even is the function of the metaverse?)

      • UlyssesT [he/him]
        ·
        2 years ago

        (and also what even is the function of the metaverse?)

        :stonks-up:

      • Bloobish [comrade/them]
        ·
        2 years ago

        More or less to a be newly forced paradigm for Facebook to make billions off of even though people don't want or need the metaverse and just use VR stuff for shits and giggles (if you can even afford a VR headset).

        • Frank [he/him, he/him]
          ·
          2 years ago

          Yeah. Facebook's new Quest Pro is 1500$ for a heaset. Admittedly it appears to be stand alone so you don't have to also buy an expensive computer, but that's a lot of money when the regular quest is 300 or 400$.

          • Bloobish [comrade/them]
            ·
            2 years ago

            That's a lot of money for something that doesn't have a lot of fun games on it, seems something techy early adopters would want but tbh seems this may got he way of stadia if the cost to benefit isn't there compared to what already exists for entertainment.

      • Frank [he/him, he/him]
        ·
        2 years ago

        They're not and a lot of VR games omit them entirely. You're just a floating torso with arms, or sometimes even just hands. Works fine, people get used to it very quickly, doesn't cause any problems.

    • Frank [he/him, he/him]
      ·
      2 years ago

      Facebook's Quest uses cameras in the headset to figure out where everything is. It's theoretically cheaper than having external sensors or lighthouses, and it makes the system more portable - you don't have to set up the area where you'll be using it. But it's also much less precise and, as seen here, you can't actually see your legs to track them.

      • Bloobish [comrade/them]
        ·
        2 years ago

        Honestly the coolest innovation so far with VR has been the valve index in how it created semi realistic hand representation and tracking.

    • TornadoThompson [none/use name]
      ·
      2 years ago

      You don't even need that - as part of the initial SteamVR / Vive setup you place the headset on the ground so it will know the height relative to its position on your head. The leg movement is just software - you're not actually moving, so it can be anything - FPS games handle it no problem.

      • Bloobish [comrade/them]
        ·
        2 years ago

        True, but I guess I'm thinking in the context of games that could utilize full articulated limb gameplay like kickball (something these peeps likely aren't and don't give a shit about).

        • TornadoThompson [none/use name]
          ·
          edit-2
          2 years ago

          Yeah, there is tech out there that can do limb tracking up to a point - Vektroid uses Leap Motion Hand tracking with her avatar on her Twitch streams and the fidelity is quite phenomenal. But using it for limbs pushes it to an altogether different realm and is difficult without additional tech like a camera looking at you to capture the movements.