Win32 version in Vive Hand Tracking SDK Posted yesterday at 03:04 AM Hi @Tima Let me try to explain this. Please remember is that hand tracking is running at 40-60 fps, so the hand raw data is updated at lower frequency than VR rendering. When working in camera space, you apply current HMD transform to GestureResult every frame. When HMD is moving fastly, GestureResult does not change quite often, this results in virtual hand moves with HMD while hand is staying still in reality. When working in HMD space, the HMD transform is not applied to GestureResult every frame, instead the HMD transform is applied only raw hand position is calculated. Therefore, no matter how your HMD moves, hand stays still in the virtual environment. So in this case, it's better to use HMD space. There is also other cases, where it's better to use camera space. For example, when you moves HMD and hand together, making hand relative position to HMD not changed.