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Mwo And Headtracking


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#41 OznerpaG

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Posted 13 February 2015 - 04:15 AM

if the weapon cooldown bars around the reticule didn't move with your head, and the cooldown bars + the reticule had a dark outline for contrast (heck, the entire HUD should have a dark outline) it might work much better. the clan HUD colour is halfway there for visibility, but the weapon cooldown bars moving around still make it hard to spot that tiny reticule

the compass/mech paper doll/weapon list box could/should move with the head - that makes sense

#42 mike29tw

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Posted 13 February 2015 - 04:29 AM

View PostFlapdrol, on 13 February 2015 - 03:57 AM, said:

You can actually do that, edtracker poses as a joystick. But having to aim the torso weapons with your head might not be that easy.


You can? As in, separate input for torso and arm movement? I thought both torso and arm movement are binded to mouse axis and cannot be assigned to different input axis.

#43 Flapdrol

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Posted 13 February 2015 - 05:00 AM

View Postmike29tw, on 13 February 2015 - 04:29 AM, said:



You can? As in, separate input for torso and arm movement? I thought both torso and arm movement are binded to mouse axis and cannot be assigned to different input axis.

The torso will follow the mouse I guess, but you can counter that with head movement :P

#44 Kiblams

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Posted 13 February 2015 - 05:14 AM

Hey guys,

I decided to do a very short example video showing the torso twisting better than in my original video, just imagine that my left side is ruined and I am trying to stop my side torso from going.

http://youtu.be/Y78nLm66p2I (second upload of the file worked!)

You can see that there are a few points where I hesitate to fire because I am making sure the crosshairs are on the Catapult. That is an very real issue.

Hope this helps for anyone curious or how it would be used in game.

Cheers.

Edited by Kiblams, 13 February 2015 - 05:38 AM.


#45 Kissamies

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Posted 21 March 2015 - 02:18 PM

I got this to work with opentrack 2.2 using freetrack protocol. Sadly not with 2.3. So far I've been using the face tracker, which is pretty bad, but I'll probably get EDTracker. It does help the situational awareness like when a light is humping your leg and all of his friends are coming over the ridge. Some mechs have pretty limited cockpit view, though. Also can't see past the 90°. I guess the rest of the cockpit isn't modeled. And yeah, it would be better if most of the HUD didn't follow your view. The advanced zoom window especially should stay put.

There has been talk that cryengine 3.7 might have better freetrack support along its virtual reality features. That would be good.

#46 CocoaJin

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Posted 21 March 2015 - 06:56 PM

View PostKiblams, on 12 February 2015 - 09:16 AM, said:

Wow, being away from MWO for a months seems to have made me forget how grumpy these forums are...

Nevertheless thanks for your thoughts! :)


Never...go...away.

#47 Karpi

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Posted 21 March 2015 - 07:19 PM

I dont know if its been said, but here are my observations:

I see this working better with a joystick layout for some reason. And, As a personal point of view, Id rather (if I had the money) have three vertical displays running eyefinity to be able to look around. Theres something weird about twisting your head while your eyes stare in the same direction all the time. Either way, I feel it looks amazing, but like others, Id love to see some live battle footage

View PostKiblams, on 13 February 2015 - 05:14 AM, said:

Hey guys,

I decided to do a very short example video showing the torso twisting better than in my original video, just imagine that my left side is ruined and I am trying to stop my side torso from going.

http://youtu.be/Y78nLm66p2I (second upload of the file worked!)

You can see that there are a few points where I hesitate to fire because I am making sure the crosshairs are on the Catapult. That is an very real issue.

Hope this helps for anyone curious or how it would be used in game.

Cheers.


This looks way more promising! do you play with a mouse or joystick?

#48 Sir Wulfrick

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Posted 21 March 2015 - 07:42 PM

I love using my Track IR with MWO. Does it feel broken or cheating? No. What it does is to add immersion and also adds a bit to situational awareness in that I can face in one direction and glance in another.

Mainly, it adds a lot to the immersion.

#49 Vahnn

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Posted 21 March 2015 - 10:02 PM

I haven't used it in mwo, but I used to use out for Arma, DayZ, and War Thunder.

First off, you people who say, "I have freelook bound to [key] and I use it to look around just fine, head tracking not needed!" -- You are missing the point almost completely, it seems. People with this response exist in every game that supports this feature.

Try this: rotate your torso to the right while holding your freelook key and keep you eyes on your target. Nice try. Try holding that missile lock on your target while you look up to spot that UAV that just went up, or see what just shot you from the left.

I'm not sure how it is currently implemented in mwo, but it soinds kind of bad.

In Arma, and DayZ especial 'll y, free look moves only your character's head, mean you're much less visible while looking around. In War Thunder, it replaces the goofy Follow Target command, and also lets you scan all around you while still beong able to precisely maneuver your craft (especially nifty in Hardcore).

In all the games I used it in, it felt awkward, at first. Then it got easier, but still felt like a gimmick. And when using it becomes the most natural thing in the world, you start to wonder how you ever played games the old way, and you can't believe this incredible tech isn't behind the scenes of every modern game! Or at leatt that's how it was for me.

But, it's physically clunky, having some big plastic thing attached to your headset, with more wires hanging off, having to stay positioned properly during extended sessions, not being able to throw your headset off quickly to jump up in a hurry or risk losing the perfect position off your IRs.

It's not for everyone. I'd say just wait for this VR thing to take off.

#50 iliketurtles87

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Posted 22 March 2015 - 03:38 AM

can someone give me a helping Hand? I have TrackIR 4pro but i doesnt work ingame :D. Can someone tell me step for step what i have to do?

#51 iliketurtles87

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Posted 22 March 2015 - 03:49 AM

it works now! i had to update the game list

#52 Telmasa

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Posted 22 March 2015 - 04:07 AM

That looks pretty darn difficult to use. As long as it's not some program automatically holding your view on a target (akin to 'target cam' on most flight combat games), I say it's fair game.

#53 Sir Wulfrick

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Posted 22 March 2015 - 05:45 AM

View PostTelmasa, on 22 March 2015 - 04:07 AM, said:

That looks pretty darn difficult to use. As long as it's not some program automatically holding your view on a target (akin to 'target cam' on most flight combat games), I say it's fair game.


Once you have it set up it's actually very easy to use, the only difficulty being having to have an IR light source (and the associated USB cable) hanging off your headset. It doesn't work like a tracking cam - the unit actually tracks your head direction and the implementation in MWO is that moving your actual head moves your virtual head in the same way: left, right, up, down, backwards & forwards etc. MWO has actually implemented a full 6-degrees-of-freedom cockpit for every mech, which must have been quite a lot of work.

It's not a game changer by any means but on the rare occasions when I forget to enable it before starting up MWO I certainly miss it.

#54 Kissamies

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Posted 22 March 2015 - 01:23 PM

It does take some getting used to. You already have your legs and torso to turn. Adding view to the mix can be confusing at first. Also, if you don't have some convenient button to toggle it on and off, you might have to keep your head more still than you are used to. I have discovered that I have some unconcious head movements, like turning my head slightly when I'm lining up a shot. It wouldn't be so bad if the HUD was more static, but everything but the crosshair moves with view. It feels like it's the crosshair that is drifting out of, not my view and then I lose the shot when I'm struggling to compensate.

Also checked it out on Star Citizen. More static HUD there. Much less confusing.

#55 Telmasa

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Posted 22 March 2015 - 02:31 PM

View PostSir Wulfrick, on 22 March 2015 - 05:45 AM, said:


Once you have it set up it's actually very easy to use, the only difficulty being having to have an IR light source (and the associated USB cable) hanging off your headset. It doesn't work like a tracking cam - the unit actually tracks your head direction and the implementation in MWO is that moving your actual head moves your virtual head in the same way: left, right, up, down, backwards & forwards etc. MWO has actually implemented a full 6-degrees-of-freedom cockpit for every mech, which must have been quite a lot of work.

It's not a game changer by any means but on the rare occasions when I forget to enable it before starting up MWO I certainly miss it.


Yeah, I got that from the video. It seems weird to me to keey your eyes stuck on a screen while turning your head though, and not feeling dyslexic while also manipulating a keyboard & mouse and/or joystick.

I can see this working well for people with 3+ screens, though.

#56 Event Horizon

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Posted 22 March 2015 - 04:39 PM

I use Track IR 5 and it is amazing. It is fully supported and functional now, even with Advanced Zoom Module. It works perfect. You can adjust it in the Track IR software to whatever sensitivity you like.

It is especially useful on mechs with side view cockpits. It gives you more viewing area than surround screen setups with just a single monitor. You can look separate of your arms which gives you an advantage over other "horse blinder" players.

Now I can't play without it.

Don't listen to people who judge it but haven't used it.
It is very natural and you don't move your head so much that you can't see 100% of your monitor comfortably (This is never an issue). You can also adjust the ratio of real life movement to ingame movement, but default for MWO is already good. All you have to do is hit your re-center button if you leave your computer and come back.

Edited by Eugenics, 22 March 2015 - 04:45 PM.


#57 Soulscour

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Posted 22 March 2015 - 04:54 PM

I think adds complication to aiming. Before it was your looking and aiming in one direction and moving in another. If you're looking one direction, aiming another, and moving another direction that can really throw off aiming. Then you have to line up your reticle with what you are looking at. Not seeing opponent when torso twisting is not a big deal for me. The minimap tells me whats going on. I think keep headtracking to flght simulators where you have to look under and behind just to see where the opponent is and is going.

#58 Kissamies

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Posted 31 March 2015 - 11:27 PM

Got the EDTracker now. Huge improvement to facetracking. Doesn't jitter or drift randomly out of alignment, though I'll still probably set up a some kind of dead zone at the center. Not yet, though. I'm exposing myself to the full effects to get acclimated. Slowly starting to get used to aiming with the actual crosshair instead of the center of the screen. Still have to think about what happens when I turn my torso and head simultaneously. I think I'll be able to do in instinctively eventually. Anyways, I've already made good cockpit view as one of the criterias for selecting a new mech.

Might make a video of it in actual battle after a few weeks when I'm gotten used to it, but don't take my word on it. In the meanwhile just search for "TrackIR MWO" on YouTube.

#59 masCh

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Posted 06 May 2015 - 07:12 AM

Promising! Moar we want moar :)

#60 Kiblams

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Posted 19 May 2015 - 04:18 AM

Sorry for such delayed responses guys!

View PostKarpi, on 21 March 2015 - 07:19 PM, said:

This looks way more promising! do you play with a mouse or joystick?

I use a mouse and joystick, the stick does legs control and my mouse controls my torso.

View PostSoulscour, on 22 March 2015 - 04:54 PM, said:

I think adds complication to aiming. Before it was your looking and aiming in one direction and moving in another. If you're looking one direction, aiming another, and moving another direction that can really throw off aiming. Then you have to line up your reticle with what you are looking at. Not seeing opponent when torso twisting is not a big deal for me. The minimap tells me whats going on. I think keep headtracking to flght simulators where you have to look under and behind just to see where the opponent is and is going.


You hit the nail on the head sir! Without a static HUD it's just too confusing to look at.

View PostKissamies, on 31 March 2015 - 11:27 PM, said:

Got the EDTracker now. Huge improvement to facetracking. Doesn't jitter or drift randomly out of alignment, though I'll still probably set up a some kind of dead zone at the center. Not yet, though. I'm exposing myself to the full effects to get acclimated. Slowly starting to get used to aiming with the actual crosshair instead of the center of the screen. Still have to think about what happens when I turn my torso and head simultaneously. I think I'll be able to do in instinctively eventually. Anyways, I've already made good cockpit view as one of the criterias for selecting a new mech.

Might make a video of it in actual battle after a few weeks when I'm gotten used to it, but don't take my word on it. In the meanwhile just search for "TrackIR MWO" on YouTube.


Would be very interested to see how you got on with this and if it ever became second nature when playing?





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