![]() This change allows players to forgo controllers altogether and instead play Demeo as you would in almost any other traditional, in-person tabletop adventure. ![]() The real meat-and-potatoes of my time, though, was being blown away by the hand-tracking functionality that was in the build I played. This passthrough feature can be found on any of the headsets that have the ability natively, including the Quest 2’s black-and-white cameras, and has been available for some time now. While the resolution is a bit lacking (this has to do with the cameras and not on Demeo, mind you), the addition of color with the video passthrough added a surprising amount of immersion that I wasn’t expecting when I went in. Games are able to take advantage of said cameras to overlay game models and graphics on real-world surfaces, which in Demeo’s case means that the dungeon you and your friends play on will be splayed out in front of you on a nearby flat surface. For those unaware, the Quest Pro features color outward facing cameras that allow the wearer to see around them even while wearing the headset. Let’s begin with the augmented reality passthrough aspects. That by itself would have been awesome, but this Quest Pro had a special version of Demeo installed on it, a build featuring a yet-to-be-released feature, hand tracking! This time around, I had the privilege of checking out the version of Demeo running on Meta’s latest headset, the Quest Pro, and experiencing Demeo’s passthrough augmented reality option.
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