Mwo And Headtracking
#41
Posted 13 February 2015 - 04:15 AM
the compass/mech paper doll/weapon list box could/should move with the head - that makes sense
#42
Posted 13 February 2015 - 04:29 AM
Flapdrol, on 13 February 2015 - 03:57 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.
#43
Posted 13 February 2015 - 05:00 AM
mike29tw, 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
#44
Posted 13 February 2015 - 05:14 AM
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
Posted 21 March 2015 - 02:18 PM
There has been talk that cryengine 3.7 might have better freetrack support along its virtual reality features. That would be good.
#47
Posted 21 March 2015 - 07:19 PM
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
Kiblams, on 13 February 2015 - 05:14 AM, said:
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
Posted 21 March 2015 - 07:42 PM
Mainly, it adds a lot to the immersion.
#49
Posted 21 March 2015 - 10:02 PM
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
Posted 22 March 2015 - 03:38 AM
#51
Posted 22 March 2015 - 03:49 AM
#52
Posted 22 March 2015 - 04:07 AM
#53
Posted 22 March 2015 - 05:45 AM
Telmasa, on 22 March 2015 - 04:07 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.
#54
Posted 22 March 2015 - 01:23 PM
Also checked it out on Star Citizen. More static HUD there. Much less confusing.
#55
Posted 22 March 2015 - 02:31 PM
Sir 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
Posted 22 March 2015 - 04:39 PM
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
Posted 22 March 2015 - 04:54 PM
#58
Posted 31 March 2015 - 11:27 PM
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
Posted 06 May 2015 - 07:12 AM
#60
Posted 19 May 2015 - 04:18 AM
Karpi, on 21 March 2015 - 07:19 PM, said:
I use a mouse and joystick, the stick does legs control and my mouse controls my torso.
Soulscour, on 22 March 2015 - 04:54 PM, said:
You hit the nail on the head sir! Without a static HUD it's just too confusing to look at.
Kissamies, on 31 March 2015 - 11:27 PM, said:
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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