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No Trackir Support?


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#1 Kemonono

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Posted 21 June 2013 - 01:38 PM

I recently downloaded it, because I thought it would have TrackIR support,
but alas, no joy.

Any information on if or when it is going to be implemented?

#2 Loc Nar

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Posted 21 June 2013 - 02:13 PM

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...TrackIR support,but alas, no joy.
Any information on if or when it is going to be implemented?

Soon™ ...seriously though, I'm with you. Many other players assume this is some fringe hardware that no one has or cares about so it keeps getting backseated to more pressing issues, which there seem to be no shortage of. Luckily there have been a few questions about it in ask the devs 41 that might make them take notice, but I'm not holding my breath anymore. I think you should also ask there since the devs actually read that and unlikely they visit the hardware section.

If your interested in such matters, you may appreciate my current mechpit and stick made for MWO, as well as others mechpit projects around here.

#3 Jenovah

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Posted 26 June 2013 - 01:28 PM

looking forward to this being supported!

#4 Sen

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Posted 26 June 2013 - 01:58 PM

If I were to hazard a guess, my thought would be that you may see Oculus Rift support shortly after the hardware hits production distribution. I won't call TrackIR "fringe", but Oculus Rift is EXTREMELY high visibility and contains the same functionality as TrackIR. . just inside a headset with a gyroscope and accelerometer as opposed to a kinect-like camera system.

One would think you could macro a system like that though. . where a calibrated trackIR could be bound to the ctrl +mouse movement state, effectively creating the same effect without additional coding being needed?

Don't know, never heard of trackIR before. . just a random thought.

#5 Loc Nar

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Posted 26 June 2013 - 02:27 PM

Quote

One would think you could macro a system like that though. . where a calibrated trackIR could be bound to the ctrl +mouse movement state, effectively creating the same effect without additional coding being needed?


TrackIR can already be used to control the reticule in place of a mouse but for this to work as it's supposed to it requires independent control of freelook/arm reticule and torso reticule aiming functions for it to mean anything; and keep in mind that only accounts for 2 (pitch/yaw) out of 6 (pitch/yaw/roll/sway/heave/thrust) degrees of freedom that TrackIR supports. However, this is all trivial compared to coding something for the Oculus, which relies on very different tracking system and UI elements.


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never heard of trackIR before

TrackIR is the widely adopted industry standard infrared head tracking system and is supported by nearly all simulator titles and many many games too. Natural Point, the company that makes it, is among the world leaders in mocap technology. There are free versions such as FreeTrack as well that do a fine job of it too, but support for those are basically piggybacked off support for TrackIR.

Can. Not. Wait. It's an absolute game changer for immersion...

#6 Mister Dubis

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Posted 02 July 2013 - 01:54 AM

TrackIR is something I desperately want in this game. I cant imagine not using it in any game since I bought it to play Arma. FPS's without TrackIR are just missing out on the opportunity to immerse their player base in the game. It's great for sims such as any DCS title too.

#7 Oderint dum Metuant

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Posted 02 July 2013 - 01:57 AM

You'll get it sometime after they give us the 2 other bits of technology several months overdue.

DX11
SLI/Xfire support.

In other words, don't hold your breath for anytime soon.





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