>>274619750
>This isn't quite true, assuming they moved to an action-based input layer, which is really how one should be handling interfaces
I'm pretty sure they haven't, because they haven't needed to and Dash is old software by this point developed at a time where the SDKs weren't as advanced. With that said, they might be working on it. 

>No it's not, considering the Quest demo being referenced is literally just using hand tracking to make a top-tier laser mouse. We could make their quest demo right now for SteamVR if we wanted to
Not exactly. Their laser pointing shit is a little more complex than you'd expect (I believe they go into it in their OC6 talk). But sure, you could technically replicate something very similar with Leap Motion, in both SteamVR and Oculus, but it wouldn't be the same as naively mapping over the inputs. For instance, the laser pointing and click may be done in the application/runtime by detecting the user's hand pose. If that's the case, and Leap Motion doesn't itself support the same detection, then we'd need to program our own algorithm to do the same thing, and then pass over that "click" into the application. 

>Again, that's exactly what they're doing on the Quest right now
At the same time, if we stop wanting to use laser pointers, then what? What if they implement a UI function where it detects where your palm is and puts a touch pad onto it? How would you replicate the same thing on PC without modding the app itself?