
Virtual Desktop: Update enables Quest hand tracking on PC via VDXR
A new update for Virtual Desktop brings hand, body, face and eye tracking from Quest VR headsets to the PC.

I tried these settings with vdxr and quest 2 VD. But I'm only able to control the thumb and forefinger. How did you manage to get all of the individual fingers to move?View attachment 330315
After setting Finger tracking factor to 1.0 - finger tracking works great. But some problems with hand angle.
I just run VaM via opencomposite (using this guide and discussion https://hub.virtamate.com/resources/how-to-launch-without-steamvr-performance-increase.30496/). Also configured VD to use VDXR runtime on PC, and switch on "forward tracking data" on quest side.I tried these settings with vdxr and quest 2 VD. But I'm only able to control the thumb and forefinger. How did you manage to get all of the individual fingers to move?
I just run VaM via opencomposite (using this guide and discussion https://hub.virtamate.com/resources/how-to-launch-without-steamvr-performance-increase.30496/). Also configured VD to use VDXR runtime on PC, and switch on "forward tracking data" on quest side.
I'm using quest 3Hold up are you using a quest pro? The articles seem to indicate that it's only for that, because I'm pretty sure I'm using all of those settings you reference. Except for "forward tracking data" which Im not sure is an option for Quest 2.
edit: Nevermind I found "forward tracking data" in the streaming options of VD. I turned it on and tried it, but I still wasn't able to track more than just pinching with the thumb and forefinger. Anybody else able to replicate what Nicman did on a Quest 2?
I have the same thing, only a full turn of the hand works, and clenching the fist with the thumb and forefinger. Quest 3Hold up are you using a quest pro? The articles seem to indicate that it's only for that, because I'm pretty sure I'm using all of those settings you reference. Except for "forward tracking data" which Im not sure is an option for Quest 2.
edit: Nevermind I found "forward tracking data" in the streaming options of VD. I turned it on and tried it, but I still wasn't able to track more than just pinching with the thumb and forefinger. Anybody else able to replicate what Nicman did on a Quest 2?
I'm using quest 3
I used VDXR runtime. Here are some screenshots and video with my configs.I have the same thing, only a full turn of the hand works, and clenching the fist with the thumb and forefinger. Quest 3
Can you show settings at VR1 and VR2? And what Runtime do you use, VDXR or Oculus? I'll try start with VDXR, but its always start with Oculus
Check your bat file, it should be "START "VaM" VaM.exe -vrmode", without "OpenVR" in the end.Thx for info, looks like its some buggy with opencomposite in my side. Cannot create DX texture swap chain: err -2 - looking for help on google)
So it seems mostly useless then?I manage to get it work like this:
- Do exactly what nicman20061 said
- Use VDRX runtime in Virtual Desktop Streamer setting
- In my Quest 3's Virtual Desktop, enable Forward tracking data to PC
- Create a new .bat START "VaM" VaM.exe -vrmode
- You may call it "VaM (OpenXR).bat"
- Download OpenComposite
- Open OpenComposite.exe
- Switch runtime to OpenComposite (OpenXR)
- Use a openvr_api.dll from a Skyrim Mod (Source: https://hub.virtamate.com/threads/openxr-now-works-with-vam.32890/page-2#post-133847)
- First make a backup of the original openvr_api.dll
- Rename the original openvr_api.dll to "./VaM_Data/Plugins/openvr_api.pre-open-xr.dll"
- Download and extract the openvr_api.dll from https://www.nexusmods.com/skyrimspecialedition/mods/85389?tab=files&file_id=464347
- Place the extracted file into "./VaM_Data/Plugins/openvr_api.dll"
- Wear your Oculus and start Virtual Desktop client
- Start VaM.exe(This works when you do swtich runtime OpenComposite (OpenXR))
- VaM (OpenXR).bat is not required if your default runtime is set to OpenComposite already
- if Runtime = VDXR, then you are running via OpenComposite
Settings:
- Once you are in VaM, go to user preference and set Finger tracking factor to 1.0.
My observation:
- Finger tracking works
- In-game hand model is misaligned when using controller. However, the laser pointer works well.
I had to apply offset to the position and rotation to align the hand model
View attachment 338837- Controller's grip button and trigger button no longer bend the in-game fingers
- Without controller, hand tracking's orientation only works correctly when palm is facing up, its orientation become misaligned otherwise
- Changing the offset / rotation does not change the hand tracked model.
Does anyone know how to get rid of the red and blue lines/pointers when hand tracking? They´re so distracting ... ?