Is it possible to Use Hand Tracking with EyeTracking?

Well, if it is for simmers, then actually you are very likely sitting in a rather static position in your cockpit. In that use case it is probably not as inconvenient to have a second cable attached to the default cable after all - sure, the hassle of setting it up plus it will look like a makeshift solution; and possible you will feel a bit more weight & drag. But it will be much more of an issue for any use case which would utilize room space.

I am not glad about it either, but unfortunately having support for both of them on a game is still pretty hypothetical, and if it should happen and you sit in your cockpit, it will be doable, I guess.

Eyetrack or PointCtrl. ? Thats for me the Question :joy::sob:

Ok, a much bigger Video card is the Solution … xD

Well I’m a bit disappointed in this.
I know its been said that apparently 99.9% of use cases would not involve both but my (maybe optimistic) hopes for flight sims involved both.
Also as I now have the yawvr, an extra usb cable is pretty inconvenient as I’m trying to do whatever I can to use less or no cables.
I honestly didn’t think for a minute using both together would have not been an option

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RE: Using Eye tracking module without long cable connected to a PC.

If possible, it might be wise to produce a video or picture guide showing this ‘patch cable’ quick fix in use (Top Eye tracking module powered by bottom hand tracking module USB port), and post it online on the o0fficial channel, forum etc.

Others could then link it on reddit etc.

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Until we get up out of that static position to do roomscale. What I have seen of No Man’s Sky, and the proposed Elite Dangerous Odyssey stuff, lately, I think illustrates the need for this tech to be usable by as many people as possible for smooth transitions from seated to roomscale. Otherwise, devs may lose interest. We don’t want that to happen, and I don’t think Pimax does either.

I think it’s important for us and Pimax that, perhaps a year from now, people don’t need even more of these heavy/cumbersome cables to use these modules.

On the upside, you can wrap the extra USB cable around your headset cable, so it remains effectively one cable. A bit heavier though.

Yes that makes very little sense. Hand tracking and Eyetracking can indeed be combined as one is more of a controller type interface and the other used for rendering and dynamic distortion.

As forr bandwidth I believe the Vive Pro Eye can use stereo cameras and the built in Tobi eye tracking.

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Yepp, at least for the stuff where the games don’t have to add support specifically like (as i understand) DFR and hopefully at some point dynamic distortion correction, eye tracking should always be helpful.
It might indeed take some time until an application supports the controller aspects of both eye tracking and hand tracking, interacting with the world and other people by looking and hand gestures.

Perhaps it would be better if eye tracking and hand tracking weren’t optional? That might increase the chance that interesting applications actually make full use of them. Ok, probably other HMD manufacturers would have to follow suit and there would have to be a standard how to do both via a device independent API. I wouldn’t be surprised if such an API will be defined for AR first (as both hand tracking and eye tracking are almost mandatory there) and then trickles down to VR as a side product.

Yeah. I think we should wait on a response from @PimaxUSA or @SweViver regarding bandwidth usage of the modules… :upside_down_face:

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I will certainly wait. I wasn’t really planning to get the eye-tracker either, but since DFR is coming sooner than I expected and doesn’t need games to be updated, the ET has become a must-have for me. It’s a lot cheaper than a 3080 Ti. Plus, that won’t even be available until Autumn at the earliest.

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tbh it feels a little unprofessional to say that “it is far less of a significant deal” when people where promised a modular approach and were planning for that. developers and simmers and gamers. in the end it’s the customers that determine what is a significant deal for them.

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@PimaxUSA

Pardon me, maybe I am just not following this thread somewhere, but I am getting confused myself.

Going through a specific scenario, with the Pimax Vision 8kX, my understanding is, to use both the hand tracker and eye tracker at the same time, would require a separate USB3 cable, to one of those two modules. Correct, or wrong?

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Separate USB cable to the eye tracker only. The hand trackers should be on firm, right place(lower USB port) in order to accurately track the user’s hands.
Otherwise, putting a USB port to the hand tracker will make this situation much better. We just have to plug the cable from the eye tracker to the hand tracker, and connect hand tracker to the 8KX.

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2 seconds yes but this means another USB cable. Are we not in a trend to remove cables in VR or at least reduce the annoyance? Unless I don’t understand your suggestion you would tie wrap this new usb cable to the main Pimax Cable?

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I think while not ideal the best thing for now for simultaneous modules would be to use ties and attach the 2nd usb cable to the main headset cable.

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I think that the people who became backers of pimax, in the first place, were for having a good FOV, but also eye tracking, hand tracking and wireless and having the option to use them together always, at the same time. Especially when those modules where coming to backers; so the lack of USBs and need more connections to the PC are a very big problem.
The reason why some people wanted this device was to design software that would use everything; for example, myself.

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Ok so the handtracking dont have a pass-throw usb-port were you can attach something else? But the eye-tracking have that?

None have that and won’t have that for the near to mid term future.

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So… I guess it’s too bad the new cable does not include data lines for that second USB plug that provides power. :stuck_out_tongue:

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yes DCS is good example , HT is already supported and FFR works great so DFR should work as well… Now I have hard call which module need more…

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