Why dont use quest 3 controllers cameras for a better hand tracking too
I've been exploring the capabilities of various VR systems and their approaches to tracking accuracy and user interaction. Specifically, I've been intrigued by the Quest 3's use of controllers with built-in cameras, primarily aimed at navigating and interacting within the virtual environment. However, this got me thinking about the potential for these cameras to be utilized not just for their intended purpose, but also for enhancing hand tracking capabilities, similar to how the Valve Index leverages its base stations for precise tracking.
Given that the Quest 3 controllers are already equipped with cameras, has there been any consideration or experimental development towards using these controllers as a sort of "mobile base station"? Essentially, this would not replace the standard tracking functionalities but could potentially offer developers and users an optional, more precise tracking method when needed.
I understand that the primary function of these cameras is not for tracking in the same capacity as base stations. However, considering the flexibility and innovation in VR development, the prospect of harnessing these cameras for dual purposes seems like an intriguing possibility. This could potentially reduce the need for external hardware in environments where precision is key but the setup of traditional base stations is impractical.
Are there any technical limitations or developmental considerations that would prevent the Quest 3 controllers' cameras from being utilized in this dual capacity? Could software updates or developer tools enable this functionality, or is it more a matter of hardware limitations?
I'm looking forward to hearing your thoughts and insights on this possibility. The idea of expanding the functionality of existing hardware for enhanced user experience and developer flexibility is exciting and could open new avenues for VR interactions and immersion.
