

Trackir?
Started by Napoleon_Blownapart, Jun 03 2014 09:10 AM
11 replies to this topic
#1
Posted 03 June 2014 - 09:10 AM
i see they support a new controller, does it control torso turn looking or just free look?
#2
Posted 03 June 2014 - 09:37 AM
If done correctly, just free look.
You should be able to look one way with your head and aim another way with your mouse.
You should be able to look one way with your head and aim another way with your mouse.
#4
Posted 03 June 2014 - 09:49 AM
http://www.naturalpoint.com/trackir/
I'm kinda excited to see what they do with this. I have an TrackIR 5. I really do love it for Flightsims, Arma 2/3, DayZ.
It's a infrared webcam that use it's headtracking software like a mouseaim or extra mouse to control head looking movement.
So Racecar or Flight sims, which offer the extra keys for head free looking like in cockpit view, it works well with. Same with FPS shooters. Flipping awesome with Arma and DayZ.
If you do get the TrackIR 5 bundle, I warn the TrackClip PRO is a cheap breakable junk. Clips on to headphones with a usb cable to cpu. Breath on it wrong. It breaks around the clip or set it down wrong the LED post breaks. So I wouldn't recommend that. Now get a baseball cap or visor, clip the metal reflective tracking clip. You got a wicked head tracker. The TrackIR 5 sit like a webcam middle on top of your screen with a usb plug to CPU. Their software lets to calibrate , adjust the sensitive, set hot keys, and trigger points. They also have a tool that can take the TrackIR5, and turn into a basic mouse.
So in a game with head look, when you look left, your view looks left. View up, View Down, View Right. After a few minutes of setup its super easy to get use to. You'll want set one key for reset its center view, because as you move around in your chair you offset your view. It's pretty dam nice and really opens up a VR FPS cockpit feel.
My guess it will just be for "free looking" or head movement indepent of mech or aim movement. Tho if the device has bindable to other keys that be nice. I would not suggest using it for movement, I could see it being use like a mouse for aiming.
So joystick to move and shoot, TrackIR 5 for aiming. Could be interesting keyboard free setup, if your trying to your own Virtual World Mech pod for MWO.
Now Only if PGI would fix SLI so that I can run my triple montiors Nvidia Sorround Vision and still get decent fps and no invisable mechs. Sadly remember those Closed Beta days, when everthing work just fine. Well hoping PGI conitunes to improve MWO. And Rethink mechs cockpits. Most mechs have grey metal walls to most of the right and left. If no windows, then LCD like panels show the right and left.
I'm kinda excited to see what they do with this. I have an TrackIR 5. I really do love it for Flightsims, Arma 2/3, DayZ.
It's a infrared webcam that use it's headtracking software like a mouseaim or extra mouse to control head looking movement.
So Racecar or Flight sims, which offer the extra keys for head free looking like in cockpit view, it works well with. Same with FPS shooters. Flipping awesome with Arma and DayZ.
If you do get the TrackIR 5 bundle, I warn the TrackClip PRO is a cheap breakable junk. Clips on to headphones with a usb cable to cpu. Breath on it wrong. It breaks around the clip or set it down wrong the LED post breaks. So I wouldn't recommend that. Now get a baseball cap or visor, clip the metal reflective tracking clip. You got a wicked head tracker. The TrackIR 5 sit like a webcam middle on top of your screen with a usb plug to CPU. Their software lets to calibrate , adjust the sensitive, set hot keys, and trigger points. They also have a tool that can take the TrackIR5, and turn into a basic mouse.
So in a game with head look, when you look left, your view looks left. View up, View Down, View Right. After a few minutes of setup its super easy to get use to. You'll want set one key for reset its center view, because as you move around in your chair you offset your view. It's pretty dam nice and really opens up a VR FPS cockpit feel.
My guess it will just be for "free looking" or head movement indepent of mech or aim movement. Tho if the device has bindable to other keys that be nice. I would not suggest using it for movement, I could see it being use like a mouse for aiming.
So joystick to move and shoot, TrackIR 5 for aiming. Could be interesting keyboard free setup, if your trying to your own Virtual World Mech pod for MWO.
Now Only if PGI would fix SLI so that I can run my triple montiors Nvidia Sorround Vision and still get decent fps and no invisable mechs. Sadly remember those Closed Beta days, when everthing work just fine. Well hoping PGI conitunes to improve MWO. And Rethink mechs cockpits. Most mechs have grey metal walls to most of the right and left. If no windows, then LCD like panels show the right and left.
#5
Posted 03 June 2014 - 09:50 AM
There's more to worry about than just that.
I would guess even PGI can manage to get that bit right, what I do not have 100% faith in is that they did not in some way mess up mouse behavior when you move the mouse faster than the torso can twist.
I would guess even PGI can manage to get that bit right, what I do not have 100% faith in is that they did not in some way mess up mouse behavior when you move the mouse faster than the torso can twist.
#6
Posted 03 June 2014 - 06:34 PM
Sadly TrackIR in it's current implementation is pretty much an unusable mess. In order of significance, here are the issues I have found.
1) By default there is a very large deadzone in the middle of all the axes, even with your TrackIR settings at zero.
2) it interferes with mouse inputs (especially emulated inputs), making the reticule jitter as it moves as the two input devices somehow conflict with each other. The effect makes if hard to aim, and is sort of nausea inducing when concentrating.
3) the weapon bars (the 6 rectangles surrounding the reticule) are not bound to the reticule, and instead are bound to your view so pan with it wherever you look.
To clear up the questions you guys are having about Freelook, it's disabled entirely while running TrackIR and does not control the arms even if you wanted to. Disappointing; it should be slaved to pitch/yaw of TrackIR while holding L_CTRL, similarly to how it normally works. That would be the logical implementation anyways...
1) By default there is a very large deadzone in the middle of all the axes, even with your TrackIR settings at zero.
2) it interferes with mouse inputs (especially emulated inputs), making the reticule jitter as it moves as the two input devices somehow conflict with each other. The effect makes if hard to aim, and is sort of nausea inducing when concentrating.
3) the weapon bars (the 6 rectangles surrounding the reticule) are not bound to the reticule, and instead are bound to your view so pan with it wherever you look.
To clear up the questions you guys are having about Freelook, it's disabled entirely while running TrackIR and does not control the arms even if you wanted to. Disappointing; it should be slaved to pitch/yaw of TrackIR while holding L_CTRL, similarly to how it normally works. That would be the logical implementation anyways...
#7
Posted 03 June 2014 - 06:54 PM
@LocNar
1) I didn't notice a DZ, then again I add my own DZ so this is not issue for me.
2) I have not observed this. Is this using your stick to mouse absolute positioning system?
3) I like this. It enables you to see important HUD elements all the time. When brawling, you can keep your torso twisted away from the enemy, use trakir to keep an eye on him, AND hold control to slew only the guns (Not the torso) to bring them to bear. If it did not keep the HUD in view, I would not know when my weapons were ready for firing again without looking in the direction the torso was facing.
About the only thing I do not like about it is it would be nice to be able to tell the compass bearing that you are looking at.
Regarding freelook, this is not how it works for me - when I hold CTRL, the arms move, but the view does not. Exactly as it should be IMHO.
1) I didn't notice a DZ, then again I add my own DZ so this is not issue for me.
2) I have not observed this. Is this using your stick to mouse absolute positioning system?
3) I like this. It enables you to see important HUD elements all the time. When brawling, you can keep your torso twisted away from the enemy, use trakir to keep an eye on him, AND hold control to slew only the guns (Not the torso) to bring them to bear. If it did not keep the HUD in view, I would not know when my weapons were ready for firing again without looking in the direction the torso was facing.
About the only thing I do not like about it is it would be nice to be able to tell the compass bearing that you are looking at.
Regarding freelook, this is not how it works for me - when I hold CTRL, the arms move, but the view does not. Exactly as it should be IMHO.
Edited by evilC, 03 June 2014 - 06:56 PM.
#8
Posted 03 June 2014 - 07:05 PM
Works 100% perfectly for me making the game as amazing as I ever imagined(been waiting for this). After tweaking the trackir settings it's bliss. Even advanced zoom is separate from the reticule which is awesome, it's also proper 6dof.
Aiming is completely separate from the trackir looking(would like the option for arms to move with trackir but it's all good).
IMO perfect.
Aiming is completely separate from the trackir looking(would like the option for arms to move with trackir but it's all good).
IMO perfect.
#9
Posted 03 June 2014 - 07:51 PM
evilC, on 03 June 2014 - 06:54 PM, said:
@LocNar
1) I didn't notice a DZ, then again I add my own DZ so this is not issue for me.
2) I have not observed this. Is this using your stick to mouse absolute positioning system?
3) I like this. It enables you to see important HUD elements all the time. When brawling, you can keep your torso twisted away from the enemy, use trakir to keep an eye on him, AND hold control to slew only the guns (Not the torso) to bring them to bear. If it did not keep the HUD in view, I would not know when my weapons were ready for firing again without looking in the direction the torso was facing.
About the only thing I do not like about it is it would be nice to be able to tell the compass bearing that you are looking at.
Regarding freelook, this is not how it works for me - when I hold CTRL, the arms move, but the view does not. Exactly as it should be IMHO.
1) I didn't notice a DZ, then again I add my own DZ so this is not issue for me.
2) I have not observed this. Is this using your stick to mouse absolute positioning system?
3) I like this. It enables you to see important HUD elements all the time. When brawling, you can keep your torso twisted away from the enemy, use trakir to keep an eye on him, AND hold control to slew only the guns (Not the torso) to bring them to bear. If it did not keep the HUD in view, I would not know when my weapons were ready for firing again without looking in the direction the torso was facing.
About the only thing I do not like about it is it would be nice to be able to tell the compass bearing that you are looking at.
Regarding freelook, this is not how it works for me - when I hold CTRL, the arms move, but the view does not. Exactly as it should be IMHO.
1) I don't ever use deadzones with TrackIR, and having them imposed makes it highly undesireable to use for me. I've been stamping my foot for TrackIR for 2 years, but don't even want to use it. I don't want a DZ in-game anymore than I want one IRL. A stark reminder that I'm merely playing a videogame, and prevents me from actually immersing. Really wastes head movement as well.
2) yes I'm using absulute mouse emulation, however I can plainly detect it with the mouse as well but it's much more subtle so I see why you haven't noticed it yet. The emulator I'm running is far more granular in resolution, so the effect is significantly magnified and is borderline nausea inducing.
3) this one doesn't bother me as much and I could grow to like it I suppose. I do see the merit of it, but it's distracting as well and doesn't feel like the cool neurohelmet immersing effect I think they are trying to go for.
Not sure why my freelook function is wonky. I'm in my Ember right now in training ground jumping from my mech to writing this. Don't really care about that, but the ratcheting reticule and mandatory deadzones have sufficiently killed my b0ner for the time being.
#10
Posted 03 June 2014 - 08:00 PM
They Did TrackIR Right. Good Job PGI.
GOOD JOB
Its smooth, it works, it does what its supposed to.
It just gets so sloppy in fights, that I lose my yellow cross hairs kind of fade, and I'm immersed, but when battle starts, I'm sloppy and recovering. I've taken down the smoothness...
This will take work to get right, but it was implemented correctly.
GOOD JOB
Its smooth, it works, it does what its supposed to.
It just gets so sloppy in fights, that I lose my yellow cross hairs kind of fade, and I'm immersed, but when battle starts, I'm sloppy and recovering. I've taken down the smoothness...
This will take work to get right, but it was implemented correctly.
#11
Posted 04 June 2014 - 12:03 AM
Now if they could just bother to give us SLI and Crossfire.
Edited by CHH Badkarma, 04 June 2014 - 01:12 AM.
#12
Posted 05 June 2014 - 07:10 AM
Loc Nar, on 03 June 2014 - 07:51 PM, said:
1) I don't ever use deadzones with TrackIR, and having them imposed makes it highly undesireable to use for me. I've been stamping my foot for TrackIR for 2 years, but don't even want to use it. I don't want a DZ in-game anymore than I want one IRL. A stark reminder that I'm merely playing a videogame, and prevents me from actually immersing. Really wastes head movement as well.
2) yes I'm using absulute mouse emulation, however I can plainly detect it with the mouse as well but it's much more subtle so I see why you haven't noticed it yet. The emulator I'm running is far more granular in resolution, so the effect is significantly magnified and is borderline nausea inducing.
3) this one doesn't bother me as much and I could grow to like it I suppose. I do see the merit of it, but it's distracting as well and doesn't feel like the cool neurohelmet immersing effect I think they are trying to go for.
Not sure why my freelook function is wonky. I'm in my Ember right now in training ground jumping from my mech to writing this. Don't really care about that, but the ratcheting reticule and mandatory deadzones have sufficiently killed my b0ner for the time being.
Updating my original assessment. It's not as bad as I first thought, for everyone else, but completely unusable for my controls because it won't play nice along with the mouse emulation portion of TARGET.
1) Deadzone issue figured out... TrackIR was defaulting back to the MWO default profile even though I had my profile up and running. I've used it with my settings now, and so long as I wasn't moving the reticule was pretty kickass.
2) I've isolated the problem to the mouse emulator portion of TARGET, but the rest of the profile is fine luckily. Unfortunately the only way this will be resolved for me, is then PGI finally enables absolute inputs as a native option. Until then, I'm stuck with absolute mouse emulation as the workaround, which completely invalidates the usability of TrackIR. The camera's polling interrupts/overrides the mouse emulation, making not just the reticle ratchety/jumpy, but my entire field of view. It's way worse than that awful reticule/cockpit shake before they nerfed it, and is pretty nauseating.
When I run it without the emulator portion running, it's fine, although feels fine for the most part though.
3) this is a 'feature' that game design thought would be neato. I find it distracting, irritating, and really reinforces what a terrible idea it was to use muted yellow for the crosshairs, because they all but disappear once they are not bracketed by those boxes. Not a deal breaker like the emulator issue, but far from ideal although admittedly this is largely personal preference.
Revised assessment? Seems like it's actually done pretty well for kbm users and I'm editing my posts accordingly.
Unfortunately it's still completely unusable with my own controls, as it renders all the work I've done making a dedicated zero-order controller worthless and moot if I try to use it so for me there unfortunately there is no TrackIR until that's fixed, which is ironic if you follow the sequence of events that led to its actual implementation...
In case anyone wonders, no it's not even remotely worth ditching my primary controls of my mechpit over, and using it regardless of the shortcoming is a nauseating death sentence so long as it's misbehaving the way it does in the presence of emulation.
EvilC, I was not able to replicate the issue you are experiencing with translational movements (heave/sway/surge, aka x/y/z) and my crosshairs stay dead still on their target, even when I'm vigorously applying sway inputs although I didn't try it with advanced zoom yet.
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