>>274615494
>Not really sure what you're implying here.
I'm being rather explicit, actually. Did you see the demo video going around where they use the Quest hand tracking to nav the system UI? This is what I'm talking about

>Even if we had "deep integration" with the SDK, there's nothing we could actually do practically with a Leap Motion. 
Except for all the things the system UI and Oculus Dash let you do.

>or else you're getting a janky emulated control 
That's pretty much what they're doing on Quest, except it's not janky because of the aforementioned deep integration - a lot of UX work was put into the signifiers and affordances to let users comfortably use their hands as a laser mouse. Anything users hack together is not going to be that good.

>If we want it, we can code it.
For SteamVR sure, since Valve deliberately designed OpenVR to be extensible, but I don't see how you're going to emulate a touch controller for the Oculus runtime, given that there's no SDK for doing so, the firmware is encrypted to shit and back, and Oculus likes to sign all ther libraries. And can you even run another program in the compositor to provide all the right visual feedback on Oculus Home?