OpenFOV – Webcam head tracking for iRacing(openfov.com) |
OpenFOV – Webcam head tracking for iRacing(openfov.com) |
I used to run a similar software[1] for when I was really into playing F1 racing games. However one of the problems I found was the initial disconnect in your head and eye movement that took some getting used to.
For example, if you want to look left to see an upcoming turn, naturally your eyes move before your head, and your head follows after. With this software enabled, you have to consciously inverse the process where your head moves a direction, but your eyes still remain looking forward at the screen.
It took a some getting used to and resulting in some dizziness afterwards, but was fun.
It's completely replaced my TrackIR 5, since it averts the need to wear headphones and dig out the tracking bracket every time I want to use it, and the accuracy feels about the same.
I found head tracking pretty much becomes second-nature after a while - to the point at which it feels weird to play first-person sims without it. Not quite as fancy as VR, but much more comfortable and much more practical.
Last time I tried it there were still some problems (combinations of face pitch adjustment and z-axis translation resulted in weird camera movements in-sim IIRC) that makes me hesitate to call it fully natural, but some of it could probably be a filtering/configuration issue.
It's also fully possible TrackIR suffers from the same issue!
The way it currently works (rotating the view upon head rotation) doesn't really make sense because a monitor is not a head mounted display.
And yet, sim players are using it. Players want to use small headmovements to simulate large head movements ingame. It seems to work.
but in this case it is detrimental because the screen is fixed, the natural behavior would be not to move it
or at least do very little with it like a parallax
the current demo would cause nausea after a moment
Don't all headtrackers work like this? Also the infrared ones.
There is a greatly cleaner version of the same idea in the React Fiber libraries these days as well.
Maybe think of it less like a pretend-VR solution and more like a camera controller wired to your neck muscles.
It sounds weird, it feels weird at first, but it gets quite natural after a brief adjustment period. It's also very cheap to try if you're curious.
Will definitely be trying out some of those :)
I can do whatever you want with my own projects, if I want to make an app to do X thing I can.
The other problem is that I have a fancy throttle and stick with lots of extra buttons and switches. I know common functions by touch but if I wanna toggle exterior lights or something I have to look down and find a label.
For me choosing a screen + head tracking vs VR is like choosing to use speakers instead of headphones. The headphones sound way nicer and give much more immersive soundscapes but sometimes you want to have some tunes going and not have your ears get sweaty.
Edit: Oh, zero hardware on the head. Makes sense.
That said, I have had issues with opentrack that involved some mildly irritating troubleshooting. Namely X4: Foundations didn't work properly with the standard freetrack output regardless of how I configured it, and I ended up needing to use "UDP over network".
I've never had a comparable problem with TrackIR, in spite of using it with a wider variety of titles over a longer period. I do kinda like having it as a backup in case more intractable problems crop up.