Top 10 Best Quest 2 Hand Tracking Games & Apps – Summer 2022

One of the biggest post-launch features added to the Quest has been controller-free hand tracking. With more and more experiences implementing support, we’ve narrowed down the best Quest 2 hand-tracking games so far.

When the original Quest launched, the only input option was the included Touch controllers. However, Quest headsets now support controller-free hand tracking. This allows you to use your hands for navigation in the Quest UI, as well as an input method for games and apps that implement support. Even better, the recent Hand Tracking 2.0 software update has resulted in huge performance and reliability improvements in select games.

While it started out slow, more and more games are supporting hand tracking on Quest — with some using it as an exclusive input method. Here’s our list of the best hand tracking experience available on Quest 2.

Best Hand Tracking - TEXT

Honorable Mentions

First Steps with Hand Tracking

This alternate version of the introductory Quest experience is available through App Lab, and provides this same experience but altered to solely use hand tracking instead of controllers. You can read more here.

Tea for God

It’s a little scrappy, but this experimental FPS uses roomscale navigation and design in an innovative way to keep you fully immersed. It does support hand tracking, but it’s a little buggy. You can read more here.

Virtual Desktop

When using hand tracking, Virtual Desktop allows you to log into your PC on your Quest from anywhere with just your hands, no controllers needed. If you’ve sideloaded the alternate SideQuest version of the app, the feature even extends (in an experimental capacity) to control of PC-based VR games, where your hands act as emulated Touch controllers. You can read more about the feature and how it works here.

Best Quest Hand Tracking Games

10. Elixir

This game initially debuted at Oculus Connect 6, where attendees could try it out as a demo, after hand tracking was announced at the opening keynote. Once hand tracking moved out of beta and into full release, the game was made available to the public as a free download.

It’s free and a good demo for what you can do with hand tracking, so you’ve got nothing to lose. You can read more here. 

9. The Line

Similar to Gloomy Eyes, The Line is a short immersive experience that follows the story of Pedro, a miniature doll and newspaper delivery man. It only lasts about 15 minutes, but unlike Gloomy Eyes, you’ll actually use your hands to interact with things in The Line. The animation is absolutely superb and the narrative is quite charming. It may be a small package, but it’s definitely worth it.

Read more in our quick review. 

8. The Curious Tale of the Stolen Pets

This wholesome VR title released towards the end of last year, but was one of the first games to officially support hand tracking in the Quest store a few months ago. Each level is a diorama-style world with layers of puzzles and collectibles. We had a few nitpicks in our review (written pre-hand tracking) but were still big fans of the game. Unlike some other games on this list, Curious Tale supports hand tracking as a input method for the entire game — it’s not a dedicated or different mode specifically for hand tracking, so you’ll be able to play the game start to finish without controllers if you like.

You can read our review of the game (written before hand tracking support was integrated) here, and watch an interview about hand tracking support with Curious Tale developer Kristoffer Benjaminsson from Fast Travel Games above.

7. Richie’s Plank Experience

Even before hand tracking support, Richie’s Plank Experience was known for producing some of the most immersive moments in VR — you’ve all seen that video of the guy jumping into the TV.

However, with the latest update for the Quest version of the game, the immersion just got upped even more with the addition of hand tracking support. While the support is only for the main plank sections of the game for now, it’s still a fantastic and terrifying experience. The lack of controllers makes everything feel a little bit more real, just like you’re standing on a plank suspended off the side of a skyscraper.

You can read more of our impressions here. That piece was written when the feature was still in beta, but hand tracking support has now been implemented into the public release of the game on Quest.

6. Horizon Workrooms

One of Meta’s suite of social apps for Quest, Horizon Workrooms is a remote work application that allows you to use an Oculus Avatar to meet in a virtual boardroom with others. Not only does the game support hand tracking — which adds great expression and realism to everyone’s interactions — but it also lets you bring your computer into VR and use the space like a virtual office. With supported tracked keyboards, you can use hand tracking to type in VR just as you would in real life. Or, if you prefer, Workrooms can even fade a passthrough cut-out on top of your desk, so you view your real-life keyboard and surroundings with ease.

It’s a nifty use of hand tracking and probably the best remote work software we’ve tried on Quest so far. You can read more about Workrooms here. 

6. Vacation Simulator

Vacation Simulator added hand tracking support pretty late in the game compared to some other titles, but it remains one of the most prominent and popular games on this list to have added support. The free Back to Job expansions also adds in several mechanics from the previous game, Job Simulator, so you should have plenty of content to keep you going.

5. Waltz of the Wizard

There’s a lot of hand tracking experiences available on Quest, but one is particularly magical. Waltz of the Wizard’s hand tracking support allows you to use your hands to cast spells and manipulate the environment around you in a multitude of different ways. Like any hand tracking experience, it’s not perfect but it is still one of the most memorable experiences we’ve had with the technology yet.

You can read our full impressions here.

4. PianoVision

There’s been a couple of education piano apps on Quest, but PianoVision is the best one yet.

PianoVision essentially lets you align a virtual piano to your real keyboard, and then uses passthrough to teach songs by displaying notes falling in sequence toward the keys. It uses hand tracking to achieve this, in combination with real-time responses to what you play through a connection with a MIDI-enabled keyboard. It’s one of the most interesting pieces of VR-based music education software we’ve seen so far, presenting a fascinating glimpse at the potential benefits and avenues of using VR as an educational tool.

PianoVision is currently only available in Early Access, but you can sign up for access over on its website.

3. Hand Physics Lab

Hand Physics Lab started as a demo available to sideload via SideQuest with a limited amount of environments and interactions design to experiment with the then-new hand tracking support on Quest. 

Now, Hand Physics Lab is available on the official Oculus Store for Quest, supports hand and controller input and presents many of those original interactions (and new ones) as part of a fully-fledged puzzle game campaign. It’s a one-of-a-kind experimental playground that can be both immensely frustrating and satisfying. Recent updates have also improved the experience, thanks to implementation of Hand Tracking 2.0.

The Hand Physics Lab is available on the Oculus Store. You can read our review here.

2. Cubism

Cubism is a deceptively simple game. Its puzzles are easy to understand but perfectly challenging to finish. It’s a slow and measured experience, which makes it the absolute perfect fit for hand tracking. 

It’s not that Cubism does anything revolutionary with its hand tracking implementation – all you’re really doing is picking up and placing pieces of its 3D building block puzzles. But that’s all that’s needed to make an absolutely sublime hand tracking game that’s easy to understand while also avoiding some of the friction found in other experiences on this list. 

Not to mention that the game is one of the few (if only) hand tracking experiences to offer 120Hz support on Quest 2 as well. You can read our review of Cubism here (written before hand tracking support was added) and read our impressions of the hand tracking update here while we were always impressed, hand tracking should perform even better now, thanks to implementation of Hand Tracking 2.0. 

1. Unplugged

As a hand tracking game, Unplugged showcases a concept and use of the technology that is completely unmatched by anything else on this list.

Where other apps and games use hands in ways that replace controllers, Unplugged uses hand tracking to create an experience that isn’t possible or supported with controllers.

This game has the DNA (and excellent soundtrack curation) of rhythm games like Guitar Hero and Rock Band but ditches the plastic peripherals for just your own two hands, allowing you to shred rock songs on an air guitar brought to life with virtual reality.

While the game was certainly playable at launch, it had some limitations linked to the level of hand tracking available at the time. But in May 2022, Anotherway added support for Hand Tracking 2.0 and the difference in reliability and performance is day and night. It’s so much better, in fact, that all of the tracks have been re-mapped to be more complex, lifelike and challenging, thanks to the new capabilities of hand tracking software.

Unplugged uses hand tracking as a way to fulfill a fantasy and bring to life something that previously only existed in your imagination and in doing so surpasses any other hand tracking app on Quest by a country mile. You can read our updated 2022 review here.


What’s your favourite hand tracking game or app available on Quest? Let us know in the comments.

This article was published in May 2021 and updated in October 2021 and May 2022 in light of new releases and updates. 

Virtual Desktop Oculus Quest Update Turns Hand Tracking Into Virtual Controllers

You can operate your PC in VR with nothing but your bare hands in the open air while wearing an Oculus Quest headset.

Hand tracking support rolled out recently in the latest update to Guy Godin’s Virtual Desktop app. The feature turns what’s already an enormously powerful VR-based utility into an even more flexible tool. While Oculus Quest hand tracking still features major limitations, the freedom to be able to log onto your PC from anywhere with Quest on a Wi-Fi connection without even controllers required means that you can do things like stream movies to your headset from your PC without first ensuring that your Oculus Touch controllers are present and have charged batteries.

The feature works by emulating your hands as Oculus Touch controllers and mapping gestures like flinching the index finger like a finger gun to the trigger on the emulated controllers.

Hand Tracking Virtual Desktop

Hands Emulated As Oculus Touch Controllers

For those looking for even more flexibility in their VR setup — and willing to deal with whatever performance issues come with streaming PC VR over a shared Wi-Fi network — people who sideloaded a patch for Virtual Desktop can even use an experimental feature that emulates their hands as Oculus Touch controllers for PC VR games.

Using this experimental feature I was able to complete an easy difficulty Beat Saber song in the PC VR version of the game on a wireless Oculus Quest. The PC was wired to an 802.11ac router and I was just about six feet from the router in my Quest. I played as if I was Edward Scissorhands, simply swinging my arms through the air with no controllers in my grip. To be clear, it wasn’t a great or even a good experience — but it was remarkable that it worked at all.

Godin continues to update Virtual Desktop ($19.99 on the Oculus Quest store) with new features and optimizations on a regular basis and he plans to keep working on the hand tracking feature, so we’ll keep updating you as the app changes.

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Watch: Richie’s Plank Experience Delivers Heightened Thrills With Quest Hand Tracking

Richie’s Plank Experience is known for being a VR title that gets people equally immersed and terrified. But now, with beta support for Oculus Quest hand tracking, it just got a whole lot more immersive.

You’ve all seen a video of someone getting a bit too immersed in Richie’s Plank Experience, usually resulting in a minor injury or some damage to a TV or another piece of furniture. However, no matter how immersed the person is as they walk across that plank, up until now they’ve always had to hold Touch controllers (or a similar equivalent) in their hands through the entire experience. A new update coming soon changes this entirely, bringing hand tracking support to the standard plank mode of the game on Oculus Quest. Now, no controllers are required — simply use your fingers to press the elevator button and start walking the plank with full, immersive hand presence.

We got to try the update, now in beta, ahead of its full release and it’s a lot of fun. The beauty of implementing hand tracking in a game like this is that there are very few interactions required in the base plank mode. It adds a huge level of immersion, without having to find workarounds for the lack of button input. The game was already great for demoing to someone new to VR, but without the need for controllers, it just got even easier. The lack of controllers in your palms feels very freeing.

Not all the modes support hand tracking — in the beta I tried, only the plank option in the elevator had hand tracking support. All the other modes, including Hero Academy and Sky Brush, stated in-game that they didn’t support hand tracking. We reached out to developers Toast VR to see if support for those modes is planned down the line, or whether hand tracking will be limited to the plank mode. We’ll update the article if we hear back.

Moving forward, it really feels like walking the plank with hand tracking can and should become the definitive way to play Richie’s Plank Experience. It’s a game known for its immersion, but hand tracking adds a terrifying new level of depth to an already freaky experience.

There’s no specific timeline or release date for the update — Toast VR told us that they’re working with Oculus to get it out as soon as possible. In the meantime, you can check out Waltz of the Wizard, The Line or The Curious Tale of the Stolen Pets for other examples of hand tracking-enabled apps on the Oculus Store.

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Quest’s Hand-tracking is Making It Possible to Learn Basic Sign Language in VR

There’s no comprehensive app out there yet for learning sign language in VR, however a student at the computer science department of the Bern University of Applied Science is using Oculus Quest’s native hand-tracking to see just how close we might get to achieving that goal with today’s tech.

Cédric Girardin, an apprentice at the Switzerland-based university’s Computer Perception and Virtual Reality research group (cpvrLab), created a basic Quest app that can recognize and teach users up to 23 hand signs from the German fingerspelling alphabet.

Every sign that you can perform is recognized and displayed in 3D; the application analyzes your hand in realtime and validates whether the user is performing the sign correctly or not.

As Girardin’s final project, the so-called ‘VR-Trainingsapplication for finger alphabet’ is still limited to the German fingerspelling method, however Girardin intends on making it open source soon.

Girardin says in a Reddit post that the application compares a saved hand model with the current hand pose, making it technically possible to add “any type of handsign [sic] to the application and it will validate it.”

If you want to try it our for yourself, it’s actually available for free to sideload on Quest via SideQuest, the unofficial library of Quest games, experiences, and tools. Follow this handy guide on how to sideload apps on Quest to try it out for yourself.

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More Robust Sign Language in VR?

VR users have been communicating in a simplified version of sign language for some time now. However deaf users have had trouble with the current state of VR, such as VR Chat user ‘Quentin’ who is a volunteer translator and hearing person.

Speaking to 2 Girls, 1 Podcast, Quentin explains that because VR controllers don’t allow for full finger tracking that accurate signing simply isn’t possible. This, Quentin says, has birthed new signs so deaf users can still communicate among each other in VR for now, however more development is still required so users can express themselves in their native, non-modified sign language.

With the existence already of several types of sign language divided by language groups, and in some cases region, a more accurate input method is needed so it doesn’t further complicate matters.

That said, optical hand-tracking like that seen on Quest isn’t a perfect method, but it does seem to address some of the issues seen in the deaf VR community thus far. Check out Quentin and a few other VR Chat signers in action below:

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Oculus Quest Networked Hand Tracking Points To The Future Of Social VR

A new demo made by Daniel Beauchamp allows for greater social expression in VR by bringing the hands of people wearing Oculus Quests into the same virtual room.

I recently met with Beauchamp (aka viral sensation @pushmatrix) in an otherwise empty virtual world he made with a new version of the Normcore networking software development kit. We had some of the simplest avatars possible — a sphere for a head and glove-like hands. The resulting interaction between myself in Southern California and Beauchamp in Toronto pointed to a clear future for VR interactions that are much easier to grasp than those funneled through tracked controllers.

Look Ma, No Controllers

The sideloaded software bypasses Oculus Store restrictions which only show your hands when tracking is confident about their shape and position. In other words, Beauchamp’s software showed me my hands even when the Quest headset wasn’t absolutely certain of their position or shape. Tracked movements translated into VR which don’t closely match those of your physical body can lead to confusion and, in some cases, nausea. This is likely part of the reason Half-Life: Alyx doesn’t show players their elbows and Facebook’s earliest VR avatar systems essentially leave out the same details. Oculus Touch or Valve Index controllers assume your hands are grasping the tracked objects and assuming too much outside that could lead to some mismatch and discomfort. Therefore, it’s just generally (but not always) more comfortable to only show users their bodies when the person in VR believes what they’re seeing makes sense.

The current Oculus Quest hand tracking system, then, strains a bit during complex interactions in VR, like those seen in Waltz of the Wizard and The Curious Tale of the Stolen Pets. While this might not be the case in future VR hardware, the current Quest’s camera system is reliant on ambient light sources to see the shape of your hand and can only sample the environment to identify position at a limited rate. Future headsets might emit an infrared pattern to identify hand movements or feature cameras that could sample the environment at a higher rate to provide more robust hand tracking.

Defying Distance

In the case of Beauchamp’s demonstration, I was more focused on expressing myself and carrying a conversation with him than, say, interacting with a menu or grabbing virtual objects by pinching them. And I found the demonstration simply astounding — the clearest example yet of just how compelling future VR interactions could be when using natural hand gestures to emphasize what you’re saying or convey personality. It remains difficult, even in 2020, for some people to understand how exactly VR works to “defy distance” and Beauchamp’s software starts to make that end goal clear to a broader audience.

Facebook just started accepting store submissions for hand tracking last month and Quest’s latest software improves the tracking considerably compared with earlier versions. We know the company is investigating methods for quickly typing in VR and both future hardware and further software improvements could improve the technology.

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The Line Quick Review: A Wonderful, Short Experience On Oculus Quest With Hand Tracking

The Line is a wonderful and short immersive experience available on Oculus Quest that sees a charming love story play out as you look down and interact with a table of beautiful miniature models. Even better, the whole experience supports controller-free hand tracking, and it’s an absolute perfect fit.

Produced by AVORE, the same Brazilian VR studio behind the Pixel Ripped series, The Line is a fantastic piece of immersive short cinema, now available on the Quest. It won “Best VR Experience” at the 76th Venice International Film Festival last year, but the Quest release is the first time it will be available to the general public. Plus, this release is one of only four apps on the Quest store that officially supports controller-free hand tracking.

The story is only around 15 minutes long, but packs a lot of charm and detail into a small package. It’s set within a scale model of 1940s São Paulo and follows Pedro, a miniature doll and newspaper delivery man, who runs the same route around the model every day, leaving a flower outside the house of Rosa, the girl he loves, each time.

I won’t get too much into the narrative here — given its short length and simple nature, it’s something you’re better off going through blind. That being said, it’s a charming and simple narrative matched with sublime narration from Rodrigo Santoro (who you may know from HBO’s Westworld) and absolutely superb animation. It’s got a Pixar short vibe to it, and almost feels like it takes cues from Toy Story and Coco, melding them into a story presented in Moss-esque dioramas.

The Line offers support for roomscale and seated experiences, with the option to use controllers or hand tracking. I tried out The Line with both options — controllers work as expected, but the hand tracking option is a perfect fit for this type of experience. You can view a short clip embedded above, but the bottom line is that all of the actions you perform are very basic and therefore easy for the Quest to track reliably, making it one of the more enjoyable hand tracking experiences I’ve had so far.

If you’ve got a spare 15 minutes this week, I would highly recommend checking out The Line on Oculus Quest. There’s a reason it won at the Venice Film Festival and why the title screen is splashed with various accolades — it ticks all the right boxes. There’s an endearing narrative, fantastic animation and brilliant integration of new technology with Quest’s hand tracking.

The Line is available now on Oculus Quest for $4.99. It’s also available in a new ‘Cinematic Narrative Set’ for Quest at $12.98, alongside Gloomy Eyes, which also launched recently and supports hand tracking.

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Oculus Is Now Accepting Submissions For Hand-Tracking Apps On Quest

This week in a tweet on the Oculus Developers Twitter account, Facebook revealed that they are now officially opening up submissions for hand-tracking apps on the Oculus Quest.

For an example of what’s possible in games, here is some footage of the new Waltz of the Wizard update that introduces hand-tracking features.

The hand-tracking update officially rolled out to the Oculus  Quest on May 19th with Update v17, which removed the preview tag from the feature and SDK. Hand-tracking is also coming to Unreal (UE4) soon as well. Now as of yesterday, May 28th, Oculus is officially accepting developer submissions for apps that include hand-tracking features.

To help devs get started, the Oculus Developer blog includes link to resources about enabling hand tracking in your app, how to design well for hands instead of motion controllers, and VRC requirements. There is also a link to hand-tracking with Unity specifically. 

Below, you can also see a future concept video from Facebook that utilizes passthrough on the VR headset’s camera to provide floating windows. This could be used to simulate a virtual office environment inside the headset for productivity apps and workflow. Something like this is still very far off, but neat to think about.

I’ve tried the free Oculus Reality Lab and Magnopus colalborative effort, Elixir, which is a demo game designed to show off hand-tracking features. You can get it now on Quest. It’s a cute and fun puzzle game that lasts about 10 minutes and has you messing around with various gadgets in a sorceress’ office as her new apprentice.

For more details, check out the Oculus Developer blog.

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CR Deck Mk.1 Is An Open Source AR Headset Based On Project North Star With Ultraleap Hand-Tracking

Today AR headset manufacturer Combine Reality revealed the CR Deck Mk.1, an open source AR headset based on Project North Star that utilizes Ultraleap hand-tracking. A Kickstarter campaign is coming soon.

Details are scarce so far, but Combine Reality unveiled images and short video clips of the new AR headset on Twitter. Utilizing the open source Project North Star program and Ultraleap’s hand-tracking, it aims to deliver an accessible development kit for AR developers that’s “easily remixable with off-the-shelf components & modules” according to the announcement tweet.

On the official Combine Reality website, it states this will be:

An open-source, community-driven AR hardware platform with Unity and SteamVR integration, built around the world’s most advance optical hand-tracking technology. Featuring brilliant 1440x1600px per eye displays at up to 120Hz.

cr deck mk.1 ar headset side view cr deck mk.1 ar headset front angle view

Combine Reality also showed colorized teaser images of a CR Deck Mk.2 prototype that are purely just sketches, not even actual renders, with an embedded Intel Real Sense SLAM module. Reportedly it’ll be included in some capacity in the upcoming Kickstarter campaign as well.

That’s everything we know right now. For more specs and details on the construction of the headset, check out this development blog.

If you want to learn more you can sign up for a newsletter that will let you know once the Kickstarter campaign goes live. The campaign appears to be for an “injection molded version of the Project North Star headset” that will bypass the need for 3D printing. They’ve also got details on how you can build your own Project North Star headset using from Smart Prototyping. The About Us page mentions it’s possible

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Hand Tracking on Oculus Quest: Grasping the Basics

Oculus Quest hand tracking

Last week was Oculus Quest’s first birthday and as part of the celebrations, Facebook officially brought hand tracking out of the ‘Experimental Features’ section as it looks to foster widespread adoption. Developers have been able to play with the option for several months now and the roll-out saw two titles add the feature – The Curious Tale of the Stolen Pets and Waltz of the Wizard – while a third called Elixir provides a hand tracking demo. With The Line arriving this week to add to the roster, it’s easier to see the benefit of the technology and the challenges still ahead to make this a viable control scheme.

The Curious Tale of the Stolen Pets

Hand tracking is nothing new, with companies like Ultraleap (formerly Leap Motion) having been in this corner of the market for a number of years. But with native integration of hand tracking into Oculus Quest thanks to its four cameras that step towards consumer adoption felt a little closer when the announcement was made during Oculus Connect 6 (OC6) in 2019.

However, from the four titles which support hand tracking, there’s a noticeable difference between those that have added it and those which support it natively.

The Curious Tale of the Stolen Pets

A short but sweet puzzle experience from Fast Travel Games, VRFocus enjoyed playing The Curious Tale of the Stolen Pets, with its stop-motion graphics and storybook nature. Being able to spin the floating 3D worlds, interacting with miniature trains and treasure chests, solving puzzles to find the pets seemed an ideal fit for hand tracking.

Currently, the tech doesn’t do so well with fast movement – wave your hands around and you’ll see why – so the slower nature of this videogame plays right into this. It’s a simple case of raising your hand and then using a pinching gesture to spin the island or using the same motion to grab an object like the hair dryer.

The problem was that these actions weren’t always consistent. Trying to spin the level sometimes took several attempts or even both hands. It did seem like the system would get confused as to which hand was in control, if the other was relaxed and not being used at that particular moment.

There were also issues with collecting some of the more ingrained coins deep in the islands, as if the digital hand was being obstructed. What this created was frustration, where originally there was none. The Curious Tale of the Stolen Pets loses a lot of its smooth gameplay experience with hand tracking (maybe there’s too much going on?) better suited to Oculus Touch controllers.

Elixir

Elixir

On the other hand (pun intended), Magnopus’ Elixir shows how a title natively designed for hand tracking works very well. This is a basic demo where you can change the design of your hands by grabbing or touching various objects located around a small alchemy lab. Pop your hand in the cauldron to turn them green or on the hot plate for some flaming hands.

As this is a hand tracking demo there’s not much in the way of gameplay just interacting with a few environmental features. The most interesting part is how Elixir employs movement using hand tracking. This is achieved via teleportation, bringing both hands up to select a floor tile to move to followed by a dual pinch which initiates the action.

It’s ideas like this which will make hand tracking a far more feasible choice when it comes to more expansive adventure titles, imagine Journey of the Gods with hand tracking?

The Line

The Line

Coming from Brazilian studio ARVORE – the team behind Pixel Ripped 1995 The Line is due to be released on 28th May and comes with hand tracking as standard. Now, this is in between both aforementioned titles as it’s a short interactive experience whose story follows Pedro and Rosa, two miniature dolls who follow the same path day in and out.

Previously winning Best VR Immersive Experience for Interactive Content at the 2019 Venice Film Festival, The Line encourages roomscale interaction although you can play it seated. Set out like a trainset atop a table, again all the hand interactions are kept simple, turning a handle, pulling a lever, so there’s little to worry about or go wrong.

The Line is a great experience for those who love miniature VR like Ghost Giant ­– anther one which would suit hand tracking – but do realise this is like a film short, only lasting around 10 minutes. It’s also a perfect intro into VR and hand tracking for those new to both.

Waltz of the Wizard hand tracking

Waltz of the Wizard: Extended Edition

The other main videogame which now comes with hand tracking as an option is Aldin Dynamics’ Waltz of the Wizard: Extended Edition. This is by far the best example of hand tracking on Oculus Quest when it comes to gameplay and interaction.

As a magical sandbox where you can create spells, uncover puzzles and generally learn to become a powerful sorcerer, Waltz of the Wizard: Extended Edition plays right into the technology’s wheelhouse.  All the hand actions feel as solid as they can be – there are occasional moments where grabbing an item can be a little hit and miss.

Much like Elixir, it’s the movement in Waltz of the Wizard: Extended Edition which shines, just better. The studio recently introduced an update to its Telepath locomotion system to improve its versatility. Now with features like Arc Roll, drawing a path with your finger becomes intuitive, especially in combination with arm swings to increase speed or putting both hands up to stop. Definitely well worth a trial.

Oculus Quest hand tracking

VRFocus wasn’t expecting the launch of hand tracking to set the world of VR on fire – and it hasn’t – but there’s enough to be positive about. There are certainly issues on Oculus’ side to be resolved such as both hands disappearing due to occlusion or loss of tracking at full arms stretch – my arms aren’t that long – so there’s still plenty of progress to be made.

Elixir Is Facebook’s Free Oculus Quest Hand-Tracking Demo Game, Out Now

 

Elixir is a free hand-tracking demo game for Oculus Quest developed by Magnopus and Facebook Reality Labs. You can download it and play it right now!

We went over some early impressions of the hand tracking and Elixir itself back at Oculus Connect 6 last year, but now that Elixir is out for the public as well you can download it for free. I just played through the entire short demo experience in about 10 minutes — it’s basically a very simply puzzle game.

You’ll need a reasonably sized playspace to move around, roughly 6.5 by 6.5 feet, and your hands. That’s it. No controller required!

Things start out simply enough with you learning how to teleport using hand tracking by making a triangle with your fingers, Tien style, and then pinching both your index fingers to your thumbs. It’s neat, but isn’t ever used again after you learn how to do it. The actual experience is fully roomscale.

There’s a sorceress that wants to hire you as her new apprentice, but naturally, all you can manage to do is muck stuff up. Every time she tells you not to do something, you’re expected to do just that thing until everything in her dungeon is exploding and messing up. It’s very cute, pretty funny, and full of lots of clever interactions that morph your hands into various things.

For a free app that shows a bit of what you can do with hand tracking, it’s certainly worth the download. And if you really like this brand of whimsical fun, consider giving Waltz of the Wizard a try, which just got full hand tracking support today too.

Download Elixir for Quest now and let us know what you think down in the comments below!

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