As noted by Zerberus, the HUD is intended to be information displayed inside your helmet, so naturally it should move with your head.Īs for having no HUD but relying on functional cockpit instruments: that sounds awesome, but I think it should be an option. FreeTrack requires at least DirectX 9.0c (November), available here. The only problem with face tracking for me is the precision. Thats is why most people prefer the IR clip. Thats whydiffusng the light into the wall behind creates a more even illumination of your face. The FreeTrack package includes PPJoy by Deon van der Westhuysen. Lighting is very inportant with machine vision and any directional light on your face will cause shadows and confuse the software. The latest source code revision is available here.
Star Citizen - 2.6.2 - How to set up headtracking using FaceTrackNoIR (PS3Eye + Lukeclip). That requires a large dead zone in the TrackIR, or turning off the TrackIR. FreeTrack is free open source software available under the GPL license. The new rechargeable LukeClip v2 has its first YouTube review. However, having the weapons group status indicator bracket thingy fixed to the crosshairs would not fix the problem of aiming difficulty. It was made using Visual Studio 2008 and Qt. Adding a big dead zone was a requirement for me, as well, for exactly the same reason. FaceTrackNoIR is a head-tracker, which uses the FaceAPI provided by SeeingMachines.
I was going to update this post to say basically the same thing and when I got here I saw what you've posted.
I am also using throttle and pedals to control my chassis. Having to scan your instruments while brawling would be sweet! Regardless, I think that the fact that TrackiR is in the game now is awesome, cheers PGI. My recommendation - affix the HUD to the cockpit - or have an option to (like a flight sim), so that it doesn't move with your head, or allow the game to display information on the (as yet) unused monitors in the cockpit.
To help, I put a huge dead zone on the track IR profile for MWO, so I have to make an exaggerated (approx 28 deg) head movement to look left and right, otherwise I find myself devoting mental concentration to keeping my head properly positioned instead of moving and shooting. /rebates/&252ffacetracknoir-free-v200. Instead of my peripheral vision tracking all of the HUD staying in place as I move my head, all the monitors and instruments move with my head - except for the reticle. Often times in an intense brawl I find myself with my head at a weird angle unconciously, which I think has something to do with the mental conflict of the quick-moving nature of the mouse/reticle and my head all at once. when you move your arm reticle with the mouse your torso reticle takes a second to catch up) and slight head movements is difficult due to the 6 weapon group indicators and the rest of the HUD moving with your head. After playing with this for a day, I found that differentiating between torso/arm convergence (i.e.