How are headtracking users managing on-foot aiming?

As Arma 3 spoiled FPS games for me, I'm afraid I can't play on-foot CZs without head tracking anymore. This bug makes it unusable for anything that involves accuracy unfortunately.
 
As Arma 3 spoiled FPS games for me, I'm afraid I can't play on-foot CZs without head tracking anymore. This bug makes it unusable for anything that involves accuracy unfortunately.
Have you tried it with a small center dead zone? I find it just as good as Arma 3
 
Just dusted off my edTracker Pro wireless and tried it on foot. Not much is missing for it to work perfectly

The overall spatial awareness and tracking responsiveness is really great. All that it needs is the ui to stick to the view and not the helmet.

But the main problem is with the reticle: it drifts awkwardly as we move our head and move the mouse, and in the end it's impossible to perfectly center back the reticle to the view.

I think the aiming should stay as it is ( tied to the mouselook) because the problem is not here but in the fact that there's some bug with the mixing of headlook orientation and mouselook orientation. Some kind of relative/absolute mismatch quaternion calculations.

Let's hope FDEV will find the time to fix this, as it's really a game changer despite the bug, though can't be used in a combat situation.
 
Just dusted off my edTracker Pro wireless and tried it on foot. Not much is missing for it to work perfectly

The overall spatial awareness and tracking responsiveness is really great. All that it needs is the ui to stick to the view and not the helmet.

But the main problem is with the reticle: it drifts awkwardly as we move our head and move the mouse, and in the end it's impossible to perfectly center back the reticle to the view.

I think the aiming should stay as it is ( tied to the mouselook) because the problem is not here but in the fact that there's some bug with the mixing of headlook orientation and mouselook orientation. Some kind of relative/absolute mismatch quaternion calculations.

Let's hope FDEV will find the time to fix this, as it's really a game changer despite the bug, though can't be used in a combat situation.
Thanks for bumping this thread as this is still a major issue for us after 9 updates. I've sort of lost hope that the problem will get resolved but I guess there has been a long list of things that need attention and even though this is a big deal to some of us, it just isn't getting the rankings. This was why I suggested them putting in an option to ignore head-tracking when on-foot as it won't take too much time to implement (ie just like SRV Turret Mode) and they can then look at the actual underlying problem later when they have more time. But again, I'm sort of losing a bit of hope at this stage.

Make sure to vote on the issue tracker https://issues.frontierstore.net/issue-detail/34299
 
I'll have to try again, but I also have a dedicated key to pause the tracking but the view, UI and reticle don't get reset to the default. Even worse: when I'm back to the cockpit headtracking is back to the normal, I pause the tracking, I exit and once on foot I'm back with the view and UI shift.
 
Yes, it's rather disappointing to say the least. There are obviously more serious issues with the game that they still need to prioritise, even after 8 months and 9 major updates. Though you do have to wonder if things are that bad with the game, even now, that they can't make a small effort to include a temporary quick fix option to automatically disable head-look when on-foot.

All I can keep saying is to make sure people add their contribution to the Issue Tracker and vote for it.
 
Well, still no fix for headtracking in Update 11, however, curiously head-tracking gets automatically disabled when seated during a carrier jump.

So let me get this straight - [1] They won't temporarily disable head-tracking as an optional work-around when on-foot but they will disable it when seated during a FC jump, during which time it might actually be useful. The world is upside down. o_O:rolleyes:
 
Well, still no fix for headtracking in Update 11, however, curiously head-tracking gets automatically disabled when seated during a carrier jump.
It's odd isn't it. What I found is that in some seats I still had full headlook capability but in other seats I could move my head up and down but not side to side.
 
It's odd isn't it. What I found is that in some seats I still had full headlook capability but in other seats I could move my head up and down but not side to side.
Yup, odd. Headlook works fine in most seats (at least so far for me), however it stops working in the captain's chair during FC jump. I need to do some more experimenting.
 
Well, because I have to not because I want to.

What I'd like FDev to do is fix the on-foot UI to work with head tracking so I can leave it on.

Odyssey's taken Elite: Dangerous from one of the best head tracking (and VR) + HOTAS implementations on the market to a horrible mishmash of conflicting and inconsistent input methods. 😭
I actually love that the HUD sticks to direction of movement, it makes Track IR useable in onfoot gameplay and would like it left as an option, it stops nausea and orientation confusion for me, I really couldn't stand TrackIR for headlook in ARMA as it just made me feel like I was having an out of body experience and had to stop using it for those reasons, however in Odyssey I leave it always on as I find the immersion benefit out-weighs the inconvenience of gameworld target drift. I see that as an entirely seperate issue. I did create a ticket about target drift during the Alpha so its not like I havent had to put up with it. However the disabling of the X and Y axis with a large dead-zone for Z (not that any of the weapons need a zoom into sight, but its a fun option even in ship!) stopped target drift making the game completely unplayable and just requires the odd re-centreing. I found disabling those helped most for gun aiming as I tend to look down the sights more rather than shooting from the hip and keep my head still in those intense moments.
 
As I've stated many times, I wished they'd just add an option (ie so you have the choice) to automatically disable head-tracking when you go on-foot, just like they currently do with the SRV Turret Mode. This would be easy to implement and provide a quick-fix, so I don't have to remember to manually switch head-tracking on and off every time I get in and out of a vehicle. It needs to be an option, in case there are people who want to use it as-is in its current broken state.
 
As I've stated many times, I wished they'd just add an option (ie so you have the choice) to automatically disable head-tracking when you go on-foot, just like they currently do with the SRV Turret Mode. This would be easy to implement and provide a quick-fix, so I don't have to remember to manually switch head-tracking on and off every time I get in and out of a vehicle. It needs to be an option, in case there are people who want to use it as-is in its current broken state.

It would seem like such a trivial thing to actually fix as well though. It just seems to be incorrect numbers plugged into a variable that adjusts the HUD, like you turn your head left and the HUD effectively turns too much to the right like a ratio of 1:1.5 or something.

Just needless death by yet another papercut added to the thousand others - after 11 updates in 10 months. It's bizarre.
 
I actually love that the HUD sticks to direction of movement, it makes Track IR useable in onfoot gameplay and would like it left as an option, it stops nausea and orientation confusion for me, I really couldn't stand TrackIR for headlook in ARMA as it just made me feel like I was having an out of body experience and had to stop using it for those reasons, however in Odyssey I leave it always on as I find the immersion benefit out-weighs the inconvenience of gameworld target drift. I see that as an entirely seperate issue. I did create a ticket about target drift during the Alpha so its not like I havent had to put up with it. However the disabling of the X and Y axis with a large dead-zone for Z (not that any of the weapons need a zoom into sight, but its a fun option even in ship!) stopped target drift making the game completely unplayable and just requires the odd re-centreing. I found disabling those helped most for gun aiming as I tend to look down the sights more rather than shooting from the hip and keep my head still in those intense moments.

Yep, same with Tobii. It is fantastic other than the selection/target not obeying head tracking values. Sadly every time you or anyone else's ticket gets raised they expire after about a month or two and never get seen again apparently.
 
Once again, I can only encourage everyone to make sure they have voted on the Issue Tracker, as well as contributing. It's been nearly a year for this expansion and this issue has received no attention from the developers. Now that they don't have console versions to consume their time, I'm hoping they can start to address this issue.

We need to keep the momentum going on this issue to keep it visible.
 
Done for what it is worth. That tracker is utterly deluged and artificially limited by the number of items that can be voted on, and can just expire items when they don't get seen to in time. Worst alternative to JIRA ever! lol
 
Done for what it is worth. That tracker is utterly deluged and artificially limited by the number of items that can be voted on, and can just expire items when they don't get seen to in time. Worst alternative to JIRA ever! lol
Thank you. I totally agree. The value of the Issue Tracker has been diluted by the sheer number of reports and like you say the voting limitations. I'm all for open systems but I believe in this case they should have moderated the Issue Tracker, only allowing the addition of human-screened new issues. This would have avoided duplicates, increased the quality of reports and overall maintained the value of the system. It also seems that people often create issues in the tracker for things that should have been Support Requests instead of bug-reports.

I guess all we can do is to make sure the head(eye)-tracking issue doesn't lose momentum. It's easy to lose hope (and I often feel that way about this issue), however, we need to keep trying.

Thanks to everyone who has voted. Let's keep it up!
 
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