I wanted to post my feedback here as well regarding the new hub updates to support Samsung Galaxy XR:
Quality is amazing as I mentioned in my previous posts. This is all fantastic work. However, the hand tracking is barely useable and very frustrating. I'm not sure how much of this is the XR vs. how the hub makes use of the inputs.
You can't move your hand at all without the play menu (and/or settings menu) popping up during the video. Also, both your left hand and right hand trigger the menu, even though on the Galaxy XR you only set one hand for navigation. But, even if we are just talking about the hand you set for navigation, it's very difficult to use the UI.
For example, you lift your hand and pinch your fingers to bring up play menu. You perform some action (or don't) and then click away to remove the play menu. Now, you start lowering your hand with no pinch whatsoever and before you can get your hand down, the play menu is coming up again. You can't get rid of this thing in a prone position. It's so frustrating. No matter how you move your hand, this thing is popping up over and over. There is virtually no hand posture that won't trigger this menu if you're moving your hand near the space where it's set to appear. The issue is not as bad in seated position, but it's still a major obstacle.
IMO, for starters, you need a way to ignore your left (or off hand) as far as navigating. Having it as a virtual hand is a cool option for immersion (but only as a setting), but it shouldn't be spawning the menu when you are actively using it for "stuff". The right (or ON) hand that you do use for navigation shouldn't be popping up anything without pinch or "very" clear gesture, yet almost everything cause it to keep popping up. My palm will be facing down, a fist, or any number of configurations and I can't get it back down to my side without re-triggering the menu. I have to literally hide my right hand to keep the menu from appearing and hide my left hand under a blanket or something to keep that hand from triggering the play menu.
Also, there really needs to be a way to move the play menu higher. It's very cumbersome to use prone. You have to look down and sort of point your hand weird and the hand tracking is just awful in this position for some reason. You have to try several times to get it to go where you're pointing and register the click (even in good lighting). I suspect this is mostly just a galaxy XR problem, but having the menu higher and adjustable would greatly alleviate this. I have plenty of lighting. I would suggest the SLR devs try using it yourself in a prone position and see how realistic you find navigating it to be. Also, try playing with settings such as brightness/constrast, which I also wanted to touch on.
Being to adjust the brightness/contrast is very important for getting the best passthrough effect. My goal personally is get the best contrast and brightness to go with my lighting. For different times of day or videos, this will vary greatly. It's a tremendous improvement in many cases to reduce both or increase both. In most cases they will stay about the same adjustment, but for some videos the adjustments will be bigger/smaller between the two. These are some core issues with making the adjustments however:
1) Adjusting the sliders is so difficult. Sometimes just dragging your hand over one without pinching will cause it to zip.
2) There are constant issues with starting the adjustment and getting it to recognize a release pinch to stop the adjustment. It's so so difficult. If you try to use the buttons on the left and right of the contrast bar for example, it just zips the bar one way or the other, instead of making an incremental adjustment. For touch especially, it would be good to make the end buttons larger perhaps and using a pinch to do a set a single click set increment adjustment, rather than a pinch hold where you have to time it perfectly. Having these buttons work reliably would also prevent the need to click on the perfect position of the bar.
3) The same goes for the bar adjustments. A pinch that puts the bar where you pinched, rather than a pinch and drag would be way better. It's simply to difficult to move precisely the way it is and precision really matters to get the best passthrough.
4) The contrast/brightness need to save per video like all the settings do in DeoVR. Your settings will often be different, including the tilt, zoom, etc.
5) When you reset settings, it should reset only for the current pane you are looking at IMO. I'm also pretty sure this is how it works in DeoVR.
There is a lot of potential with this headset. I really wish I had controllers, because the difficulty in navigating and terrible headstrap have me wanting to return it. The quality is just unbelievable however, especially for passthrough. I'm hoping some of the issues can be solved with some creative workarounds however. Keep up the great work.
Lastly, there are way too menu sections on the timeline. It just needs general groups... Maybe 10 tops. It's impossible to find anything when there are like 50 position changes on the timeline. It was manageable in DeoVR with controllers and then buttons they give you for the timeline, but the way this works combined with touch is almost unusable.