Supported Hardware¶
Current supported operating systems include Windows and Android.
Available OS and VR Devices¶
Windows (x86-64, x86) | Android (ARMv7, ARMv8) | |
---|---|---|
VR Devices
|
HTC Vive
HTC Vive Pro / Pro Eye / Pro 2
HTC Vive Cosmos / Cosmos XR
Valve Index
|
|
Hardware Requirements
|
NVIDIA / AMD VR Ready GPU
|
Snapdragon 810 or better
|
Software Requirements
|
OpenCL (for GPU acceleration)
Complete Camera Setup
|
Minimum SDK is Android 24
Camera permission is granted
|
Compuatation Backend
|
GPU
|
CPU (Single core)
|
[1] | HTC Vive Focus 3 support only available in Unity/Unreal plugin using WaveVR engine. See WaveVR Compatibility for details. |
[2] | Android phones with optional VR headset or ARCore support. |
Notes for Windows¶
- Hand detection uses OpenCL for GPU acceleration.
Please make sure you have installed latest driver for your graphics card.
- This includes driver for your Intel iGPU, since NVIDIA driver sometimes does not install OpenCL correctly.
- A quick check is to make sure
C:\Windows\system32\OpenCL.dll
exists and is valid.
- SteamVR disables camera by default. This means a fresh installed SteamVR cannot use Vive Hand Tracking SDK without manual setup.
- See Camera Setup for how to setup SteamVR and check camera availability before using Vive Hand Tracking SDK.
- This need to be done on PCs of both developers and end users.
- Wireless adapter may result in unstable camera streaming. Use wired if possible.
- It might take more than half a minute for internal setup on each machine, if detection is run for the first time. The setup is only needed once and subsequent launches should start very quickly.
Notes for Android¶
- CPU backend is recommended on Android devices to leave entire GPU for VR rendering tasks.
- Android phones and WaveVR devices use different camera APIs (NDK Camera2 API vs. WaveVR Camera API).
WaveVR API is selected at runtime if and only if
libwvr_api.so
is available. - ARMv8 version is preferred over ARMv7 version, for better detection speed (15-20%) and energy efficiency.
- ARMv8 support for requires WaveVR 3.1.1 or newer. ARMv7 support requires WaveVR 2.1.8 (or 3.0.2 for Unreal plugin) or newer.
- The app must be in landscape left orientation for Android phones.
Detection speed¶
FPS of Vive Hand Tracking SDK is different based on platform, VR headsets and selected modes. We provide pre-tested FPS results on our test machines. Speed vary due to actual hardware and sorftware, especially if the game scene/logic is complicated.
Windows¶
Speed on Windows is tested on NVIDIA GTX1060 and AMD RX480, which should be the minimum GPU requirements for VR. Using better graphics card should yield faster results. FPS is tested with both hands in the camera frame, speed of skeleton mode is related to number of hands detected.
Hardware | 2D Point | 3D Point | Skeleton |
---|---|---|---|
HTC Vive | 60 | X | 60 |
Other Windows HMDs | 60 | 50 | 41 |
Other Windows HMDs include Vive Pro series, Vive Cosmos series and Valve Index.
Android¶
Speed on Android is tested on Vive Focus and Google Pixel, only single CPU core is used. FPS is tested with both hands in the camera frame.
Hardware | 2D Point | 3D Point | Skeleton |
---|---|---|---|
HTC Vive Focus / Focus Plus (ARMv7) | 30 | 15 | 23 |
HTC Vive Focus / Focus Plus (ARMv8) | 30 | 18 | 26 |
Android phone & ARCore (ARMv7) | 30 | X | 24 |
Android phone & ARCore (ARMv8) | 30 | X | 27 |