Headtracking camera snaps near the center of the ship HUD

I know, not actually VR, but closest thing to it. I set up an OpenTrack headtracker for my games, but I've noticed that in Elite, as I look towards the center of the ship hud, the camera just snaps to it, which is not very nice for me. Any idea how it could be fixed so it doesn't do that?
 
I know, not actually VR, but closest thing to it. I set up an OpenTrack headtracker for my games, but I've noticed that in Elite, as I look towards the center of the ship hud, the camera just snaps to it, which is not very nice for me. Any idea how it could be fixed so it doesn't do that?
Previous posts about head trackers have been in Dangerous Discussion, and there are several users of such devices still active on the forums so I’d suggest asking there.

However, seeing as this is the internet and it’s traditional to give advice on things we know almost nothing about, I’ve had a quick look at the GitHub pages and I’ll suggest checking out the Mapping curves in the OpenTrack software and reducing the centre dead zone 😁👍
 
I haven't used OpenTrack for a while, but I remember this effect - I induced it deliberately. The 'snap' effect is likely, as noted above, due to a deadzone. It might also be an artifact of setting a response curve that moves the camera axis less than the tracker's reported movements towards the centre of the range and catches up with the reported movement towards the extremes of the range. It will look like a stretched 'S'
 
Its Opentrack you configure the dead zones and response to movement

1725195923210.png


You can see here a little dead zone on the Pitch, plus a different amount of movement looking up then down.
 

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