How are headtracking users managing on-foot aiming?

I'm using EDTracker and even don't know how to activate it at all on foot. I don't care about pew pew, but is there anything I can do about it? Or what am I doing wrong? Do I have to configure the headtracker separately for on foot perhaps?
I don't have any experience with EDTracker as I use TrackIR, maybe someone else can comment, however I would say that you shouldn't worry about activating it for on-foot. As you can tell from this thread, I and many other people find that the way head tracking is implemented in-game right now is such that it makes for a worse gaming experience for everything. Just to be clear, I mean that it makes anything worse that requires aiming and clicking, which includes the arc-cutter and selecting menus. Just leave it alone right now. It's actually fortunate that you can't use it right now for on-foot game play.
 
head tracking is great on srv/foot if you are just exploring and looking around - but yeah anything that requires targetting something fugedaboutit
 
I don't have any experience with EDTracker as I use TrackIR, maybe someone else can comment, however I would say that you shouldn't worry about activating it for on-foot. As you can tell from this thread, I and many other people find that the way head tracking is implemented in-game right now is such that it makes for a worse gaming experience for everything. Just to be clear, I mean that it makes anything worse that requires aiming and clicking, which includes the arc-cutter and selecting menus. Just leave it alone right now. It's actually fortunate that you can't use it right now for on-foot game play.
I have zero trouble aiming with TrackIR activated, just make sure that you only have pitch, roll, and yaw enabled in your settings. Its the other 3 dofs (X, Y, and Z) that mess up aiming down the sights.
 
I have zero trouble aiming with TrackIR activated, just make sure that you only have pitch, roll, and yaw enabled in your settings. Its the other 3 dofs (X, Y, and Z) that mess up aiming down the sights.
Can you link to a demo of what it looks like in game. I have not found the other DOFS to be an issue, just turning the head left makes the reticule run off in the wrong direction
 
I have zero trouble aiming with TrackIR activated, just make sure that you only have pitch, roll, and yaw enabled in your settings. Its the other 3 dofs (X, Y, and Z) that mess up aiming down the sights.
As indicated above, I've always had the TrackIR X, Y, Z axis disabled and I find head tracking almost impossible to use, so I find this intriguing that some people are able to play with it on in this configuration. Again, the fact that the HUD moves with your head and that the aiming reticule does not reflect your true aiming position with your head not in the centre position means that it just can't function correctly.

The only thing I can conclude is that in order to get around the broken nature of head tracking on-foot, you must be playing with a TrackIR configured dead zone and keeping your real head fairly centred in order for aiming to work. Perhaps could you check whether you have a dead zone configured in TrackIR? As stated in my OP, I find a deadzone not to be a satisfactory option.
 
As indicated above, I've always had the TrackIR X, Y, Z axis disabled and I find head tracking almost impossible to use, so I find this intriguing that some people are able to play with it on in this configuration. Again, the fact that the HUD moves with your head and that the aiming reticule does not reflect your true aiming position with your head not in the centre position means that it just can't function correctly.

The only thing I can conclude is that in order to get around the broken nature of head tracking on-foot, you must be playing with a TrackIR configured dead zone and keeping your real head fairly centred in order for aiming to work. Perhaps could you check whether you have a dead zone configured in TrackIR? As stated in my OP, I find a deadzone not to be a satisfactory option.
This. Differing Deadzones/curves in trackir might explain different experiences here. When I watched Arsen Cross’ video above and watching the gun, there’s almost no head movement happening during combat.
I’ve disabled X, Y & Z, but any head movement still throws off the aiming badly. Won’t be helped by the fact i prefer NO deadzone in my curves, and little movement to do 90 degrees. Just a slight slowing around centre in my track ir curves.

anyway, i think we’ve mostly agreed it’s not ideal now, requiring work arounds such as toggling it off or disabling x, y, z.
This won’t be a high priority for fdev to fix right now, but we don’t want it forgotten about, so make sure you’ve all added votes to the current reigning Issue…
 
anyway, i think we’ve mostly agreed it’s not ideal now, requiring work arounds such as toggling it off or disabling x, y, z.
This won’t be a high priority for fdev to fix right now, but we don’t want it forgotten about, so make sure you’ve all added votes to the current reigning Issue…
Agreed. There's not much more that can be said about it, as head/eye-tracking on-foot is simply in a broken state. As SharkBiscuit said, can everyone please contribute to the Issue Tracker link above and not let this be forgotten about.
 
This issue isn't listed on the latest Issue Report (below), so I guess we'll be waiting a while until this gets fixed.

https://forums.frontier.co.uk/threads/elite-dangerous-issue-report-10-08-2021.587868/
Considering that VR support isn't implemented for on-foot activities, I would think it would be in Frontier's (and Tobii's) interest to sort this quickly. A certain number of VR users might be inclined to look for some kind of alternative to deliver a fraction of the immersion that comes with VR but that interest has to be cultivated - something pretty hard to do if head/eye tracking on-foot isn't working properly right from the get-go. Relying on the "most popular" issues on Issue Tracker is not the way to cultivate interest in game enhancements. Give me proper head tracking on foot any day over an "invincible Thargoid heart" 🤦‍♂️
 
I use an EDTracker, and as it is actually bound as axes rather than using the magic ...other thingy, it has no effect on foot by default.

I was annoyed at first, still kind of am, but it seems like it's more of an annoyance to use head tracking on foot than anything else so I guess I lucked out.
 
Saw this post and looked into ir tracking. Thanks guys, my wallets a lot lighter tonight lol. Is it easy to set up. Also read a few posts saying people are disabling it for FPS with a hot key. How do you do that, is it in the game settings menu or third party?
 
How do you do that, is it in the game settings menu or third party?
I use TrackIR and use the key bind in the software to pause it. I then use VoiceAttack to trigger the key bind via my HOTAS.

If Frontier could just have an option to ignore head/eye tracking on-foot until they fix this issue then it would make the on-foot experience more enjoyable to manage as we wouldn't need to remember to pause tracking. They hard coded it for SRV Turret mode, so why can't they provide an option for it when on-foot until this whole thing gets sorted out?!
 
Here we are at Update 7 and still no fix for head/eye-tracking not functioning correctly when on-foot. :(

Once again, I can only request that players vote on the long-standing Issue Report.

And once again, can I ask that Frontier disable head-tracking when on-foot like they currently do with SRV Turret Mode, until they have time to work on a long-term solution.

Please!
 
And once again, can I ask that Frontier disable head-tracking when on-foot
I'm afraid that I would request that they don't, since you can easily disable it your self, and I have no issues with it and find it incredibly useful when on foot.

Just set a small dead-zone, and the correct aim point 'clicks' into place well enough for you to use it. Just like with a real weapon, only a bit easier.
 
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I'm afraid that I would request that they don't, since you can easily disable it your self, and I have no issues with it and find it incredibly useful when on foot.

Just set a small dead-zone, and the correct aim point 'clicks' into place well enough for you to use it. Just like with a real weapon, only a bit easier.
If you read my OP, you'll see that I'm not a fan of dead-zones as a fix. It doesn't always fix the issue as you still need to keep your head in a certain range in order for the head-tracking not to screw up your aiming and in the heat of battle this is not always possible.

Also, I've said in the past that I would prefer an option to automatically disable head-tracking when on-foot in case there are those that prefer to have it always on for some reason in its current non-functional state. The problem for me is that head-tracking on-foot is not just bugged but instead non-functional from a design point of view and I find it somewhat inconvenient to always remember to use my keybind to toggle head-tracking when moving in and out of the on-foot experience.

As I keep bringing up, we need to refer to the SRV Turret Mode where head-tracking is automatically disabled in-game. They didn't make this an option unfortunately but this may be because they had exactly the same issue that we are having with head-tracking and the on-foot experience. There is a serious disconnect here between how they manage the SRV Turret Mode experience and the on-foot experience.

The broader issue is that head-tracking while on-foot is in a broken state and we need it addressed by the developer. The behaviour of the SRV Turret Mode has set a precedent and there is now inconsistency between it and the on-foot experience.
 
The broader issue is that head-tracking while on-foot is in a broken state and we need it addressed by the developer. The behaviour of the SRV Turret Mode has set a precedent and there is now inconsistency between it and the on-foot experience
It may be broken for you, but it is working just fine for me.

There are at least two ways of working around the issue that you appear to be having, but apparently you don't want to use either of them.
 
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It may be broken for you, but it is working just fine for me.

There are at least two ways of working around the issue that you appear to be having, but apparently you don't want to use either of them.
If you re-read my original post, which is from the 4th of June:

"The way I currently manage headlook is via option 2, where I use a TrackIR keybind to disable headlook each time I go on-foot, which I'm finding a little annoying to manage."

So I do actually currently work around this issue and have been since EDO was released, so I'm not sure what you are getting at by saying that I apparently don't want to use a work-around? My point is that in my opinion and the opinion of others, this issue needs a permanent fix.

And I'm happy for you that everything works well for you at the moment.
 
If you re-read my original post, which is from the 4th of June:

"The way I currently manage headlook is via option 2, where I use a TrackIR keybind to disable headlook each time I go on-foot, which I'm finding a little annoying to manage."
My apologies, but I am old and can't remember that far back, or re-read the whole post each time.
 
I’m was getting this issue. Working around by either “Re-Centre” via hot key. Or turning off F9 as above.

did it get fixed? I assume not.

head tracking works really well in games like Arma III (so not sure why they can’t get it to work here!)

I’ve added to the bug tracker and clicked on the vote icon!!
 
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