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Question to VR gamers: Why are the arms not animated?


They'd block 20% of your view and you would block the part where you would want 'put' your hand ( like a button to press) and since there is no tactile response, it would be impossile to do so.

Also, the IK-system would not be able to mimic the exact movement of your own arms, making them feel foreign and weird.


It's probably just that they would get in the way. IK works brilliantly in VR for arm simulation, see: Echo VR.


Yes, it does work great in general, not just in VR. It just that IK can't know if you have your elbow to the left or right, which would be confusing.


Have you actually tried any of the many VR games which use IK, or is this just speculation? Because I have tried it, and it's not really confusing at all. True it's not perfect, but it's accurate enough that I'd say it's far less confusing than just not having arms at all.


Humor me for a moment and just load up Echo VR and stand in the main menu looking at your arms.

Where in that scenario would you say you are confused about the position of your elbow?


Eh, Echo's IK works great 98% of the time. The other 2% it's anywhere from slightly off to completely unaligned and pointing nonsense directions. I don't think there's a way to do better than this with current sensors. Valve probably decided they didn't want that kind of amateur-looking content in a game they're betting the (VR) farm on.


Why are your hands displayed as hands if you’re holding “game-pads”? Or are there actual gloves?


The controllers used for this video are probably the index 'knuckles' controllers that have some finger tracking ability. Therefore good replicas of your hand can be generated given the data passed about the location and rotation of the controller and the general position of each finger. Arms are quite a bit harder as the shoulder joint and wrist joint are both muliaxis (while the elbow is fairly fixed). While the location of the shoulder can be inferred based on the location of the visor and the relative location of the controller the full IK chain can solve a number of ways (With your hands on the keyboard notice that you can change the position of your elbow without much effecting your hand or shoulder position.) because of this an improper solve can throw off immersion, better and easier just to have 'phantom hands'.


Different games will do things differently. Some will display hands, others will display the controllers. You can do either.

After some time, you forget you are even holding controllers (on the Rift, I'm not sure about those clunky Vive controllers, and I haven't tried the Index).


> I'm not sure about those clunky Vive controllers

Vive owner here.

Depends on the game. In a game like PokerStars VR, yeah I often feel like I'm holding a controller. But that's not a game that aims to immerse you, as it's more of a social game. The real draw to that game is interaction with other players. VRChat is also in the same boat.

In any sort of shooter, not at all. Definitely still immersive and I don't feel like I'm holding a controller. This also applies to games where I'm holding things a lot, like Gorn. I feel like I'm holding inflatable toy weapons, which is fine because the weapons in the game flop around a bit like they're inflated.


Probably a mix of immersion and practical reasons. It looks like Valve is supporting a huge variety of input devices. Some, like the Index controller do track individual fingers. In a grittier game like this it would be weird to see the Vive magic wand floating around in space. With the gloves, they can also incorporate things like a health bar that would normally go on the HUD.


You can't easily know where your elbows are correctly. In games where they try to fake it, it feels dysphoric to have the elbows in the wrong place.


The controllers are in your hands, and they can be tracked as precisely and reliably as your head position. The position of your arms could be concluded from full-body tracking data, but that is imprecise, only supported by some devices, jittery, and has some weird edge cases, because it's based on depth sensing.


Only hand position is tracked by the controller.

And trying to use ik / kinematics to infer the player's pose by just using head and hand positions creates a very jarring effect when it is inaccurate.

It turns out to be much more immersive with the floating hands than you would at first think.


I don't know what all these posters are talking about, VR simulates your elbow + arm position 100% with normal IK.

If you don't believe me just load up Echo VR and look at your arms. Valve probably just doesn't want them blocking your view.


The same controller pose can correspond to different arm positions, so VR games/apps that do IK are making a guess that is generally going to be somewhat inaccurate. I do like the implementation in Lone Echo, though.


Whatever they're doing is pretty accurate. I've never noticed any issues.


Why is this being downvoted? Has no one in this thread played Echo VR?


Might be because you said "100%". I agree it's very accurate, accurate enough to be worth implementing even, but it certainly isn't 100% accurate.


From my experience, you don't notice when there's no arms, but you do notice when there's arms and they're not doing exactly what your real ones are doing.


VR doesn't know where your elbows are.




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