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  • Valve Talks About SteamVR Skeletal Input and New Knuckles EV2 Controllers

    Valve just showed off their new SteamVR Skeletal Input system that aims to more accurately replicate what a player's hand and body are doing in a virtual environment.

    The Skeletal Input system will allow controller makers to capture the pose of the userís hand as accurately as their sensors are able, and provide it as a stream of animation data to the running app. App developers can then use this stream to animate the hands of the userís avatar on its own or in combination with their own animations.

    What this means for users is that they will be able to get the full benefit of their investment in new VR controllers in their favorite games without the need for the developers to release a patch to support the new controller. App developers will not need to create unique animations for each controller they intend to support when their game is released, or issue patches to support new controllers. And hardware makers can continue to innovate in this space, and write their drivers so that their controller will work with any game that supports the new Skeletal Input system.

    Perhaps the more visually stimulating news here, at least as you as a consumer are concerned, comes from a fresh look at the Knuckles EV2 controllers for VR use.

    This initial beta release is intended as an opportunity for developers to try out the API in their games and provide us with feedback. Vive Wands, Oculus Touch, and the new Knuckles EV2 are already supported, and we invite other input makers to work with us to add support for their controllers during the beta as well.

    This article was originally published in forum thread: Valve Talks About SteamVR Skeletal Input and New Knuckles EV2 Controllers started by Shawn Zipay View original post
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