It was pretty bad. I was fighting the API the whole time because its post-processed palm and finger positioning data was noisy and and error-prone, and it didn't have a raw mode. The API would frequently lose track of individual fingers. You also couldn't do any hand gestures that involved your palm pointing horizontally instead of up/down because it would lose track of your occluded fingers. It also had issues tracking fingers when you held them together (as if you were going to karate-chop something). It's just too many quirks to deal with if you're trying to do hand position and gesture input.
Maybe it's improved since then, but after one day back around the initial launch I basically gave up on the tech for hand tracking, deciding that it was just not a good approach.
It's clearly a much more mature company now, so I'm genuinely curious even if I had reasons to give up on the original device.
A lot of these improvements were diminished when we went to VR -- new angles, complex backgrounds, different ambient lighting conditions. So we made the Orion software, which was an even bigger step up:
- lower latency
- longer range
- better and faster hand recognition
- vastly improved robustness to cluttered backgrounds and ambient light
It was included in laptops. It was terrible and useless.
A classic example of potentially great technology with very poor implementation and application.
It's hard enough to come up with compelling interactions using it already, adding technical issues and limitations meant enthusiasm died down. Now it's filed as "these fancy things that never really worked right" and attention has shifted to newer gadgets. I think it would be quite hard after that to convince manufacturers to integrate it again, since the first attempt didn't result in much outside the VR use case.
I've been meaning to come back to it and check out what's changed, but there is a long list of things I've been meaning to check out ;)