Concurrent Hand Tracking Controllers in Meta Quest

Unlocking the Power of Mixed Reality: Concurrent Hand Tracking and Controllers

Mixed reality has revolutionized the way we interact with virtual objects, and now, with the latest update to the Meta SDK, developers can take their experiences to the next level by utilizing concurrent hand tracking and controllers. This innovative feature allows users to switch seamlessly between using controllers and hand tracking, providing a more immersive experience.

Configuring Concurrent Hand Tracking and Controllers

To enable concurrent hand tracking and controllers, developers need to access the OVR camera rig interaction in their Unity project. Within this component, they will find the OVR manager, where they can configure the settings for both controllers and hands.

  • First, ensure that hand tracking support is enabled for both controllers and hands.
  • Next, set body tracking to "None", as it is not compatible with concurrent hand tracking and controllers.
  • Then, enable the simultaneous hands and controller option.

Showcasing Concurrent Hand Tracking and Controllers in Action

Once the settings are configured, developers can test their application to see concurrent hand tracking and controllers in action. The OVR controller prefab allows for customization of the show state, enabling developers to decide when the controller should appear.

  • By default, the OVR hand is set to "Controllers Not In Hand", which means that hand tracking will only be visible when the controller is not in use.
  • However, developers can change this setting to "Always" to ensure that the OVR controller appears at all times.

Exploring Meta's Concurrent Hand Tracking and Controllers Example Scene

Meta has provided an example scene that showcases the capabilities of concurrent hand tracking and controllers. The "Concurrent Hand Tracking and Controllers" example demonstrates a ping pong table with realistic physics, allowing users to interact with virtual objects using both controllers and hand tracking.

Unlocking New Possibilities in Mixed Reality Development

The introduction of concurrent hand tracking and controllers opens up new possibilities for mixed reality development. By providing users with the flexibility to switch between controllers and hand tracking, developers can create more immersive experiences that cater to different user preferences.

  • This feature has the potential to revolutionize various industries such as gaming, education, and healthcare.
  • Developers can now focus on creating innovative experiences that take advantage of this technology.


Meta Quest Meta Quest is a virtual reality (VR) technology developed by Meta Platforms, Inc., formerly known as Facebook, Inc.
Background In 2014, Facebook acquired Oculus VR, a company founded in 2012 by Palmer Luckey, Brendan Iribe, and Nate Mitchell. Oculus was one of the pioneers in the VR industry and had developed several VR headsets, including the Oculus Rift.
Evolution After the acquisition, Facebook continued to develop Oculus' VR technology, releasing new headsets such as the Oculus Go and Oculus Quest. In 2020, Facebook announced that it would be rebranding its VR products under the Meta name.
Features Meta Quest is a standalone VR headset that does not require a PC or console to operate. It features advanced graphics, spatial audio, and hand tracking, allowing users to interact with virtual objects in 3D space.
Applications Meta Quest is designed for gaming, education, and social experiences. It supports a wide range of VR applications, including games, educational content, and social platforms.
Impact The Meta Quest has the potential to revolutionize the way we interact with digital information and each other. Its advanced technology and accessibility make it an attractive option for both consumers and businesses.


Concurrent Hand Tracking Controllers in Meta Quest

The Meta Quest, formerly known as Oculus Quest, is a standalone virtual reality (VR) headset that has been gaining popularity among VR enthusiasts. One of the key features that set it apart from other VR headsets is its ability to support concurrent hand tracking controllers. In this article, we will delve into the details of this feature and explore how it enhances the overall VR experience.

What are Concurrent Hand Tracking Controllers?

Concurrent hand tracking controllers refer to the ability of a VR system to track the movements of both hands simultaneously, allowing for more natural and intuitive interactions in virtual environments. This feature is made possible by advanced computer vision algorithms that use cameras on the headset to detect and track the position and orientation of the user's hands.

How Does it Work?

The Meta Quest uses a combination of cameras, sensors, and machine learning algorithms to track the movements of both hands. The headset is equipped with four cameras that capture images of the user's hands from different angles. These images are then processed by the headset's computer vision system, which uses machine learning algorithms to detect and track the position and orientation of the hands.

Benefits of Concurrent Hand Tracking Controllers
  • More Immersive Experience: With concurrent hand tracking controllers, users can interact with virtual objects in a more natural and intuitive way, creating a more immersive experience.
  • Improved Precision: The ability to track both hands simultaneously allows for more precise interactions, making it easier to manipulate virtual objects and perform complex actions.
  • Enhanced Productivity: Concurrent hand tracking controllers can also enhance productivity in VR applications such as training simulations, education, and design.
Limitations and Future Developments

While concurrent hand tracking controllers offer many benefits, there are still some limitations to consider. For example, the system may struggle with occlusion, where one hand is blocking the view of the other. Additionally, the accuracy of the hand tracking may vary depending on the lighting conditions and the complexity of the virtual environment.

However, Meta is continuously working to improve the hand tracking technology, and future developments are expected to address these limitations and provide even more advanced features.



Q1: What is Concurrent Hand Tracking? Concurrent Hand Tracking is a feature that allows the Meta Quest controllers to track both hands simultaneously, enabling more immersive and interactive experiences in VR.
Q2: How does Concurrent Hand Tracking work? The Meta Quest controllers use advanced computer vision algorithms to track the movement of both hands, using cameras and sensors to detect hand poses, finger movements, and other gestures.
Q3: What are the benefits of Concurrent Hand Tracking? Concurrent Hand Tracking enables more natural and intuitive interactions in VR, allowing users to manipulate virtual objects with both hands, play musical instruments, or perform other complex actions.
Q4: Is Concurrent Hand Tracking supported on all Meta Quest controllers? No, Concurrent Hand Tracking is currently only supported on the Meta Quest 2 controllers, which have advanced cameras and sensors that enable this feature.
Q5: Can I use Concurrent Hand Tracking with any VR app? No, not all VR apps support Concurrent Hand Tracking. Developers must specifically design their apps to take advantage of this feature, using the Meta Quest's hand tracking APIs.
Q6: How accurate is Concurrent Hand Tracking? The accuracy of Concurrent Hand Tracking can vary depending on the specific app and environment. However, in general, the feature has been shown to be highly accurate, with some studies reporting accuracy rates of over 90%.
Q7: Can I use Concurrent Hand Tracking with other VR devices? No, Concurrent Hand Tracking is currently exclusive to the Meta Quest platform. Other VR devices may have similar hand tracking features, but they are not compatible with Concurrent Hand Tracking.
Q8: How does Concurrent Hand Tracking affect battery life? The use of Concurrent Hand Tracking can slightly reduce the battery life of the Meta Quest controllers, as it requires more processing power and camera usage. However, this impact is typically minimal.
Q9: Can I turn off Concurrent Hand Tracking? Yes, users can disable Concurrent Hand Tracking in the Meta Quest settings menu, which may be useful for apps that do not support this feature or to conserve battery life.
Q10: What are some examples of VR experiences that use Concurrent Hand Tracking? Examples of VR experiences that use Concurrent Hand Tracking include virtual piano lessons, interactive art exhibits, and immersive games that require complex hand gestures.




Rank Pioneers/Companies Description
1 Leap Motion Developed hand-tracking technology for VR, acquired by Ultraleap in 2019.
2 Oculus (Facebook Technologies) Integrated hand tracking into Meta Quest controllers using machine learning algorithms.
3 Ultraleap Continued Leap Motion's work, providing hand-tracking solutions for VR and AR experiences.
4 HTC Vive Introduced hand tracking capabilities in their VR controllers, enabling more immersive interactions.
5 Valve Corporation Developed "Knuckles" controllers with finger-tracking technology for advanced VR interactions.
6 Motion Controllers Inc. (MCi) Created hand-tracking solutions for various VR platforms, focusing on precision and accuracy.
7 NVIDIA Developed AI-powered hand tracking technology for VR applications using deep learning algorithms.
8 Google Experimented with hand-tracking technology in their Daydream View controllers and Google Cardboard devices.
9 Microsoft Research Explored hand tracking using computer vision, machine learning, and sensor data for various applications.
10 HaptX Developed haptic feedback technology with hand tracking capabilities for more realistic VR interactions.




Component Description Technical Details
Sensors Meta Quest uses a combination of sensors to track the user's hands, including:
  • Inertial Measurement Unit (IMU): measures acceleration, roll, pitch, and yaw
  • Magnetometer: measures magnetic field strength
  • Accelerometer: measures linear acceleration
  • Gyroscope: measures angular velocity
Computer Vision The Quest uses computer vision to track the user's hands, using:
  • Monocular camera: captures images of the user's hands
  • Convolutional Neural Network (CNN): processes images to detect hand poses and finger positions
Machine Learning The Quest uses machine learning algorithms to interpret sensor data and predict hand movements, including:
  • Kalman Filter: estimates hand position and velocity from noisy sensor data
  • Random Forest: classifies hand poses and finger positions based on sensor data
Controller Tracking The Quest uses a combination of sensors and computer vision to track the position and orientation of controllers, including:
  • Optical Flow: tracks controller movement using pixel intensity changes between frames
  • Structure from Motion (SfM): estimates 3D controller pose from 2D image features
Hand Tracking Algorithm The Quest uses a proprietary hand tracking algorithm that combines sensor data and computer vision, including:
  • Model-based tracking: uses a 3D model of the human hand to estimate pose and finger positions
  • Markerless tracking: uses feature detection and tracking to estimate hand movement without markers
Concurrency The Quest's hand tracking system is designed for concurrent processing, using:
  • Multithreading: splits computation across multiple CPU threads for parallel processing
  • GPU acceleration: offloads compute-intensive tasks to the GPU for faster processing