Just ordered the tobii eyex

Talking about centering the camera, I have a problem with the configuration of my desk: unless I lay back on my chair, I am often too close to the screen and the EyeX does not detect my eyes.

In that case, either the tracking stops (and the camera gets stuck at an angle) or the camera movement locks up and will slowly and continuously pane into one direction.

I would love to have the camera go back to the center slowly if eyes are not detected after more than a second.
 
Doesn't it work in a way that makes it go after an object you look at, and then come back when you straighten your eyes following the said object moving to the center? Am I even making myself clear? ; )
 
Re-upgraded to 1.2.2. No matter what I did, I couldn't get it to feel like it did in 1.0.2. I also couldn't get it to be comfortable, nor even functional, to use. It just does not work well on a 21:9 monitor. No matter how high I set my falloff or gradient, it shoots up to maximum sensitivity when I look 75% of the way to the sides of my screen, as if the profile is set to be limited to a 16:9 aspect ratio. This is further reinforced by the fact that up/down functions normally and requires me to look right on the edge with those high settings to really get it to move faster.

The speed of the rotation is based on the absolute distance from the center of the screen. The distance between the center of the screen and the top/bottom edge of your screen defines the "peak" of the sensitivity curve. This is necessary in order to avoid having the camera move in an arc when you look at something at e.g. the corner of the screen (which would happen because the sensitivity gradient would be steeper along the y-axis than the x-axis, especially on a 21:9 monitor) and it would also make the yaw rotation feel very sluggish. I'm not sure when we fixed this but I'm pretty sure it was not fixed in 1.0.2.

I suppose we could perhaps add an option to not do "aspect ration correction" or perhaps have an option to let the x-axis definite the maximum speed (but that would make the y-axis feel extremely sluggish) but I'm afraid it wouldn't be on the top of the list as of now.

P.S: I'm using a 34" 21:9 monitor without any issues.


P.S.S: 1.3 was just released :).
 
Doesn't it work in a way that makes it go after an object you look at, and then come back when you straighten your eyes following the said object moving to the center? Am I even making myself clear? ; )

Yes that's what it does. You look at an object off-centre, the view starts moving in that direction (how fast depending on the sensitivity settings you use), which brings the object you are looking at towards the centre of the screen. If you keep looking at that object then as it gets closer to the centre of the screen the view movement slows until the object is centred (again depending on settings).
 
ISE just got an update, and i got to say: good work.

Yes, it still does not solve my "range problem", as that's in the hardware, and it still does not have the "temporarily re-center" button, of which i understand that while it would be great to have, it's probably a function the software is not designed for, so i guess it won't happen.

That being said, very big thanks for the reworked key handler. It's significally better than before. Also, i right now run with the default values and they are not too bad any more. I might want to still switch down Inertia a bit, but i'll first try like this. For sure it feels better than before.

Also, finally we can put the view angle limits in the menu. That's very much welcome. For Elite Dangerous i would suggest to change the presets, though. Pitch down i would change to 0°. Also, i personally would like even more range pitch up, but i am not sure if that would be possible, as i think the game itself puts a limitation there. (Also, i see that when pitching far up, the camera starts to spin a bit, so i could imagie that more pitch would make it uncontrolable. So i am not even sure if more pitch would be a good idea. )
 
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The speed of the rotation is based on the absolute distance from the center of the screen. The distance between the center of the screen and the top/bottom edge of your screen defines the "peak" of the sensitivity curve. This is necessary in order to avoid having the camera move in an arc when you look at something at e.g. the corner of the screen (which would happen because the sensitivity gradient would be steeper along the y-axis than the x-axis, especially on a 21:9 monitor) and it would also make the yaw rotation feel very sluggish. I'm not sure when we fixed this but I'm pretty sure it was not fixed in 1.0.2.
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Correct me if I am wrong, but it seems to me that: If you let the direction of rotation be along a line from the center to the boundary of an ellipse inscribed within the rectangle of the screen, and if the speed of camera rotation is then based upon the percentage of the distance to the boundary, then the camera does not move in an arc, and the time it takes to track an object at the boundary to the center is the same at all points along the boundary. What you have corresponds to the case in which the screen is a perfect square. The point here is that there is a solution that does not require the camera to move in an arc. Thanks for your attention :)
 
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The speed of the rotation is based on the absolute distance from the center of the screen. The distance between the center of the screen and the top/bottom edge of your screen defines the "peak" of the sensitivity curve. This is necessary in order to avoid having the camera move in an arc when you look at something ...

Sorry to revisit this, but I really am dismayed to learn that the speed of the camera rotation is based only on the distance from the center of the screen and not on the percentage distance to the screen boundaries. Surely, maximum speed should occour only at points near the screen edge no matter what the aspect ratio of the screen. I can certainly appreciate DAOWace's frustration on this point.

The difficulty you describe with the gradient vector of the sensitivity function not pointing at the origin when the screen is not square is due to the fact that gradients are not vectors and do not transform like vectors when the screen is "stretched" from a square into a rectangle. The solution is to altogether abandon calculating a gradient vector from the 2-dimensional sensitivity function since its magnitude and direction are both wrong for non-square screens, and you know the correct direction and magnitude anyway.

In other words, the solution you have is optimal only for a square screen, and since actual screens are far from square, there is a problem for screens with large aspect ratios. Start with your current solution which may be diagrammed as a field of velocity vectors drawn within a square centered on the origin. The magnitutes of these vectors are greatest on the boundary of a circle centered on the origin and whose diameter is the length of a side of the square. Now "stretch" the square by pulling on its sides, as if it were a rubber sheet, into a rectangle having the aspect ratio of the video monitor. The circle becomes an ellipse, and the field of vectors stretch accordingly but remain pointed at the origin. Note that the time it takes to track an object from the boundary of the ellipse to the center is still the same for all points on that boundary and independent of the amount of stretch. This is the solution we need.
 
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Hm, I'm interested in this device, but many issues here in this thread. :/

My own main issue is that I have a 4K 28" Monitor, 1" too big and now I ask me if it would work or not, so close on the max. Monitor size. And will 4K be a problem?

After all I still want to try it, but only if my Monitor is no problem for it.
 
Hm, I'm interested in this device, but many issues here in this thread. :/

My own main issue is that I have a 4K 28" Monitor, 1" too big and now I ask me if it would work or not, so close on the max. Monitor size. And will 4K be a problem?

After all I still want to try it, but only if my Monitor is no problem for it.
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The size of the monitor should not be a problem yet with 1" oversize.
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Some people here reported to use monitors significally bigger and still have the device working. That being said, what you should check carefully is how far you are sitting away from your monitor. The EyeX has a bit limited range. If your eyes during normal play (comfortable sitting position) are 60 to 80 centimeters from your screen, you are perfectly fine. It usually still works acceptably up to a range of 100 centimeters, but becomes very susceptible to minor factors.
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My normal comfortable sitting position is about 90 cm from the screen. When testing on the calibration screen, it is not very accurate any more, but in normal gameplay in ED is still works well enough, as long as i "drag" parameter of the configuration is not too low. If i put it too low, the screen starts to "wobble" a tiny bit. An important thing to note here though is that i my glasses need to be perfectly clean in this situation. Even small smudges, which i usually don't notice and thus don't hamper me at all, sometimes seem to result in the EyeX not working very well any more at my comfortable distance.
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As you have a larger screen, it is very likely that your viewing distance is at the upper limit or beyond what i experienced as "still operational" distance to the device. I advise to double-check on that before buying.
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Also a fair warning: the device at the start is very distracting. It requires you to learn some "eye discipline" to profit from it. When you learned that it is an advantage in combat, but you should spend some time in training missions to get used to it, else you will very likely loose a few ships due to a "runaway camera" in combat and thus not having the necessary overview. Also note that i only use eye tracking in combat in the game, while having it switched off for most of the game. It's a helpful combat tool for me, but can be irritating and sometimes even annoying during normal space travels.

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Addendum: the 4k resulotion are no problem at all. The screens resolution has no influence on the devices accuracy. It's all about the screen size, and with 1" bigger than expected, you should not run into problems yet.
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The calibration of the EyeX seems to have some leeway to the sides, you still should be fine. Only when the monitor gets significally bigger than what is specified, some people reported that looking at to the outer limits of the screen is not properly tracked any more.
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If you are new to the Tobii EyeX or are comtemplating a purchase, here are my settings and feedback.

Infinite Screen Extension v. 1.3.0.467

I'm sitting 75cm away from a 24" full HD screen.

Speed 1.8
Gradient 1.75
falloff 0.80
dead zone 0.0
inertia 7.00

View angle limits:

Yaw: 75°/-75° mirrored
Pitch: 70°/-30°

Control features:

Enable/disable key: toggle to a button on my hotas

Center view on disable: on

Center view key: none

I allways have it turned on while in a SRV. Especially on bumpy surfaces it reduces the overall shakiness alot and makes driving much more enjoyable. Backflips and barrel rolls are even more awesome than before, since you can track where your are going to land. :cool:

In space however it's something else. I only toggle it on when exploring in supercruise, landing on planets and want to grasp the scale of things and get a sence of my surroundings or when targeting objects from the HUD instead from the side panel. It's turned off while doing trade runs, in the station menu and when I constantly open other menus like the system map and galaxy map. This is because the camera starts tracking your FOV from the back top right hand corner, as if your were looking over your shoulder. To counter this, I keep it turned off so I'm looking forward when exiting those menus.

With combat, it really depends in which mood I am. Same goes for mining. Sometimes I want to immerse myself in the focused FOV, sometimes I don't really care about it and the fixed view is just more convenient. There are situations when you are looking forward for example and press 1 or 4 for one of the side panels. Innitially you are then looking at a fixed area and if you exit thus panel, you would think you would just transition out of it, since that was the last direction you had your eyes focus on. Unfortunatley that is not the case. The EyeXs' last position was faced forward and it will return in that direction. This throws my eye focus off everytime an does strain my eyes if it happens constantly. You can counter this if you bring your gaze to the side panel and then press 1 or 4 to focus closer onto it. If you exit back out, your in that last, further away, position again.

To summarize: the device is pretty cool and offers some great experiences, but it's not perfect. Headtracking wasn't an option for me personally, because when I turned my head, I would still have to focus on the screen, thus making me view the game from the corners of my eyes. Not ideal for single monitor set-ups. VR is not for me because A: I don't have the horse power to run in, and B: if you type alot, you'll be forced to take it off all the time. And something is strapped to my head. I'm not a fan of that. The EyeX manages to find a niche somewhere between them. And it's a nice addition if you have other games which the software supports.
 
Range isn't necessarily the issue. The way the device is mounted is a limiting factor. It angles the camera up so that it centers your eyes inside the area it can detect. You can sit further back if you lower the monitor or angle the top towards you. Another issue is my chair. Before I got my rudder pedals the height wasn't an issue. I would just lower it down and adjust the positon of monitor using the eye tracking bubbles to see that I was in the middle of the range.

However, with the rudder pedals I like the chair height higher. Not a problem, just set the chair to the pedals and set the monitor for the new height.

All is well and good until the chair sinks down... Now my eyes aren't aligned properly and my legs aren't comfortable. I fought this for a while until I put a pipe clamp on the chair to prevent it from dropping down.

Other than that, the device works very well. It will take a little getting used to but driving the SRV or flying in a ship like the Asp with an open cockpit view is amazing and much more immersive. The first time you fly to a station you'll be hooked!
 
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Thanks for all this infos, was really useful. I will think over it until next month.

At the moment I'm 90-100mm from the Monitor away, but I can place the monitor a bit near so that I'm between 80-90mm, that should be not the Problem.

Anyone tried to mount the EyeX a bit near to yourself (for example 10 cm between Monitor and EyeX) and what than happens with the tracking? Did it only work correct when it is directly mounted on the lower monitor frame?
 
Range isn't necessarily the issue.
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Range is an issue, which is easily reproduceable. Go to the calibration, it shows you where your eyes are within its detection area. Make sure to be in the center, then increase the distance. There is a "magical spot" where the device stops detecting your eyes, and if you move just a few centimeters forward again, it detects them again and you are in the center of its detection area.
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Mind you, this is not surprising, when you check the product page I think 80 cm is listed as the devices range, so my 90 to 100 cm range is already outside of the devices specification, but the distance to the screen is really something you have to check before going for the EyeX.
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Thanks for all this infos, was really useful. I will think over it until next month.

At the moment I'm 90-100mm from the Monitor away, but I can place the monitor a bit near so that I'm between 80-90mm, that should be not the Problem.

Anyone tried to mount the EyeX a bit near to yourself (for example 10 cm between Monitor and EyeX) and what than happens with the tracking? Did it only work correct when it is directly mounted on the lower monitor frame?
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Somewhere much earlier in this thread, somebody posted a solution where he mounted the device separately in front of the monitor and got good results. Due to my own problems with the range, I tried to replicate that, but I did not manage to get that to an acceptable configuration. While I was able to place the device in a way that it would detect my eyes and have them in the center of its field, I did not manage to properly calibrate it. It always overreacted a lot, which is probably due to my eyes angles being bigger from the closer range than it would be when mounted on the monitor. (I know, this is an oversimplification, properly explaining the effect would require some optical knowledge which I also don't have or some geometry and math, which I don't want to flood the forum with... :D )
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So there is one report in this thread where somebody has been successful in mounting the device closer to the screen, there is my experiment where I failed to also create something like that and there's also a comment from a Tobii representative (iBot) who states that the device is not made to be mounted separately from the monitor and they do not expect it to work that way. It can work if you are lucky, but you're clearly taking chances there.
 
Thanks for all this infos, was really useful. I will think over it until next month.

At the moment I'm 90-100mm from the Monitor away, but I can place the monitor a bit near so that I'm between 80-90mm, that should be not the Problem.

Anyone tried to mount the EyeX a bit near to yourself (for example 10 cm between Monitor and EyeX) and what than happens with the tracking? Did it only work correct when it is directly mounted on the lower monitor frame?

Yes I did this and it works fine. I have a monitor shelf / raiser which handily stretches 15 cm in front of the monitor. Mounting the eyex on that works fine and means I can sit my normal distance from the monitor.
 
Sounds interesting, could you do a pic about your mount so we can replicate that?

https://www.amazon.co.uk/Lavolta-El...e=UTF8&qid=1471625289&sr=8-7&keywords=lavolta

Just use something like that in front of your monitor and place it on the shelf at the front. Works a treat.

I've decided to sell my tobii eyex. I've gone back to using track ir until VR matures a bit. If anyone wants mine - I can send it boxed for £50 which is a bargain and half of what I paid. Just PM me please.
 
Hi guys,

I need some help.

I'm on the latest version of both software, I'm currently playing with a Xbox One controller whilst I'm waiting to move house. For some reason, the headlook button to enable/disable it just doesn't work in game. It's like the EyeX overwrites all input and it's always tracking my eyes. Also if I set the center key as right stick in, in the Infinite Screen Extension software, it doesn't recognise any input either. However if I put it as a keyboard shortcut, it works. I'm at a loss on what to do here, presumably the joystick will have the same problem?
 
Hi guys,

I need some help.

I'm on the latest version of both software, I'm currently playing with a Xbox One controller whilst I'm waiting to move house. For some reason, the headlook button to enable/disable it just doesn't work in game. It's like the EyeX overwrites all input and it's always tracking my eyes. Also if I set the center key as right stick in, in the Infinite Screen Extension software, it doesn't recognise any input either. However if I put it as a keyboard shortcut, it works. I'm at a loss on what to do here, presumably the joystick will have the same problem?

My X52 "E" button is my head look on/off and i have it set to auto centre when I turn head look off.

But I did have the same issue with the in game key bind doing nothing.
 
Just got my EyeX today and finished turning in some Sothis missions with it. I found it very intuitive, pretty much just showed the infinite screen were Elite was located and used it with no problems so far. Might play around with the settings for it some time later but I found it completely fine out of the box. Also Windows Hello is really cool which is a great extra for this device.

OK Guys i found a driver for the ASMEDIA USB3 Controller that works for me!

Anyone who has problems with this can have a try.

USB3_Asmedia_Win7_81_VER116160

Its working good.
This driver worked for me as well. I downloaded it from the below link.

http://www.driverfilesdownload.com/...3_Asmedia_Win7_81_VER116160.zip-free-download
 
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