How are headtracking users managing on-foot aiming?

Thanks SharkBiscuit, we need to keep this issue alive as it is important for a lot of people and frankly I'm getting tired of having to disable head tracking manually each and every time I go on-foot. We already have a precedent for this with SRV Turret Mode, so why can't we have it for on-foot!?
 
I gave some further thought to this issue and I'm not sure that disabling head tracking is the true or best solution. Yes it will fix the issue but it may not be the best solution. Other people have suggested as such but I thought I'd think through it.

We know head tracking works very well in ships, so imagine your body as a ship with fixed beam weapons. In this scenario, it doesn't matter where you turn your head, when you fire it will always hit where the aiming reticule points, so the reticule is like a laser pointer. On foot, it should be that it's like your body is the ship and your mouse moves the aim like pitch and yaw, on a ship so your weapon stays held out in front of you in a fixed position. So moving your head, should not affect where the weapon fires, it just means the aiming reticule moves on screen.

On foot we need to ask the question: is headtracking moving your head inside the helmut or is it moving the whole helmut. We secondarily need to ask the question, is the HUD being projected from your body out in front of you or is it being displayed on the inside of your helmut. I can't see how it would make sense to project the HUD out from your body in front of you on foot, so it must be that currently you are moving your head inside the helmut, because the HUD moves around with headtracking, which doesnt make sense.

So this is part of the problem. The HUD on foot should be displayed to the player on the inside of the helmut and when you move your head it should move the whole helmut. This would mean that the HUD will ALWAYS stay centred, not moving around as it is now!

With your head perfectly centred, the aiming reticule should be directly in the centre of the screen/HUD and when you move your head around, the reticule should move around in relation to the HUD, however when you pull the trigger it should always fire at the location the aiming reticule is pointing like it was simply a laser pointer. So, turn your head to the left and you should expect the aiming reticule to move to the right of the screen with the HUD STILL centred and not moving. I assume here that your arms always hold out the weapon in front of you in a fixed position and when you aim, you are simply moving your whole upper body with your arms and gun following this movement precisely, however your head has the freedom to move in relation to this. Again, the HUD stays centred on screen as you are looking through the visor of your helmut and your helmut tracks with your head.

On a ship, the HUD is projected on the 'dashboard' in front of you, so when you move your head, you should expect the HUD to move on screen as well, which it does as expected, however the weapons still fire where the aiming reticule is pointing.

Perhaps I'm missing something and it is more complicated than that? It just seems like a bug in a system that wasn't fully tested before release.
 
yes, exactly this ^ Automatically turning off head tracking on foot is not a solution it would be a further slap in the face to just avoid doing the work. The hud elements should adjust to head tracking in exactly the same way that they do when using the mouse to turn - at the moment there seems to be compensation applied in head tracking, but it is inverted to what it should be. It should not really matter how it works logically, it just should, but for sake of argument when turning the head and helmet (I don't think the head would be turning inside a fixed helmet), the things that the HUD is automatically tracking and presented to the user, such as the aiming reticle/point you are aiming your weapon at, and any other items such as NPC mission givers in concourses should adjust automatically in the same way that augmented reality already works in the 21st century... and how head tracking also works in SC.
 
Yeah, with the Issue tracker being so bad it feels like there can-be-only-one Head tracking issue confirmed, and we have to shift our votes to it, even if it's not the best one. Seems it's acknowledged so that's an achievement. Hopefully Fdev know, or will pick and choose the right solution anyway.
Like Straker says - the HUD (compass, health etc.... excluding the reticule) stays put with head movement (it's projected in the helmet). Since the reticule, should always be fixed to our gun/body movements, it will be off center if we've moved our head view. But should never drift off target.
 
Long time TrackIR user here. I'm afraid you just need to turn it off on foot (unless you're just exploring). I have that bound to a stick button so I flick it off when I'm disembarking. The model is that headlook lets you look around inside your helmet but things like the targeting dot are modelled from the helmet's perspective so it just gets really confusing otherwise.
 
Well, Update 6 arrived and we still don't have a fix for headtracking as it still doesn't function correctly when on-foot. I guess having to disable it every time I go on foot will continue.

I'm a bit disappointed about this as I thought they could fix something this big after 6 major patches. Oh well, I guess headtracking users aren't on the priority list, even after 6 updates.
 
I use an X-52 and TrackIR when in ship and SRV. I've always hit 'F9" to pause the headtracking when landed and looking at station menus anyway so it's second nature.
I use a XBOX1 controller when on foot and I leave head tracking off.
I do sometimes turn it back on for exploring on foot, but interacting with the world clearly wasn't designed with headtracking in mind.
 
I do sometimes turn it back on for exploring on foot, but interacting with the world clearly wasn't designed with headtracking in mind.
I think it's more a case of the fact they have simulated head look incorrectly when on-foot. For example, as discussed above, the HUD should always remain in a fixed position on your computer monitor if the virtual head moves the virtual helmut as the HUD should be projected on the inside of the helmut glass. This is different to the in-ship experience as you move your head inside the ship and the HUD is projected onto (ie inside) the ship, not your helmut. As it stands now when on-foot, it appears as though you are moving your head inside your helmut, which doesn't make sense.

With the helmut HUD corrected for, when you move your head, only the aiming reticule should move off-centre and when your fire it should always fire at the reticule, just like the in-ship head tracking experience.

This is a slightly complex issue and I'm sure there is more a developer could add to the discussion, however, we can all agree that on-foot head tracking is just not working and if the developers are not going to make it work then we must have the option implemented to automatically disable head tracking when on-foot, just like they already do with SRV turret mode!
 
"How are headtracking users managing on-foot aiming?"

By turning it off the second I get out of my ship/SRV.

(Tobii 5 owner)
 
I just have Yaw, Pitch, and Roll enabled - disabled X, Y, and Z. Then it works fine all the time.
I just want to outline that this little tweak mentioned here by Bravo17 made an enormous difference for me. Most notably iron sighting/ads now works as intended. Thank you Bravo17!

Here is a video I recorded showing the issue, and the massive impact disabling 3 of the 6 degrees of freedom on my Track IR 5 made to my gameplay:


For those interested, these are the settings:
View attachment 253747

Please note that while this did not "fix" everything to be perfect for me, disabling X, Y & Z for motion adjustment effectively disables the functionality of Track IR that lets your "head" be in a position not centered on your body. So where pitch, yaw and roll are your "orientation"/where you are looking, X, Y & Z handles things like you leaning sideways in your chair (as if you were peeking a corner) or leaning forward/back to zoom in/out.

Eliminating X, Y & Z settings means that for the first time I can actually just look straight ahead or aim down the sights and actually hit what I'm aiming at without any tom foolery. As someone who has been using Track IR since the literal moment I started playing Elite and had stopped using it entirely because of the lack of willingness to toggle it constantly that has been a HUGE game changer for me and I am now not only willing to use the head tracker, but excited to do so. Especially now that I've tested this in game. So thank you again, Bravo17. You are the hero of my game today.
 
Interesting, as I've always had the X,Y and Z axis disabled in my TrackIR with ED as I prefer it that way. So my feedback on headtracking not working is based on this setup already. I don't personally find that these axis disabled makes a lot of difference to on-foot aiming but that's just me. The main thing the video didn't mention is that the HUD is moving with the head, indicating that the virtual head is moving inside the virtual helmut, which doesn't make sense. The whole headtracking thing is broken on-foot but thank you for the suggestions and video anyway. If it helps some people then that's a great thing.
 
Interesting, as I've always had the X,Y and Z axis disabled in my TrackIR with ED as I prefer it that way. So my feedback on headtracking not working is based on this setup already. I don't personally find that these axis disabled makes a lot of difference to on-foot aiming but that's just me. The main thing the video didn't mention is that the HUD is moving with the head, indicating that the virtual head is moving inside the virtual helmut, which doesn't make sense. The whole headtracking thing is broken on-foot but thank you for the suggestions and video anyway. If it helps some people then that's a great thing.
Yeah I noticed that after I had uploaded and re-watched it. I did make sure to account for that in my confirmation of the bug. There was a really good example in there of the icons for all the markers for my allies whipped around, completely detached from their owners. :(
 
Interesting, as I've always had the X,Y and Z axis disabled in my TrackIR with ED as I prefer it that way. So my feedback on headtracking not working is based on this setup already. I don't personally find that these axis disabled makes a lot of difference to on-foot aiming but that's just me. The main thing the video didn't mention is that the HUD is moving with the head, indicating that the virtual head is moving inside the virtual helmut, which doesn't make sense. The whole headtracking thing is broken on-foot but thank you for the suggestions and video anyway. If it helps some people then that's a great thing.
I’ve tried disabling x, y & z as suggested, and it made zero difference for me. Any yaw or pitch movements of my head still throw off my aim.
 
Interesting, as I've always had the X,Y and Z axis disabled in my TrackIR with ED as I prefer it that way. So my feedback on headtracking not working is based on this setup already. I don't personally find that these axis disabled makes a lot of difference to on-foot aiming but that's just me. The main thing the video didn't mention is that the HUD is moving with the head, indicating that the virtual head is moving inside the virtual helmut, which doesn't make sense. The whole headtracking thing is broken on-foot but thank you for the suggestions and video anyway. If it helps some people then that's a great thing.

Same here, always had X, Y & Z disabled in ED (but in DCS & MSFS2020 I got everything enable to be able to look around the cockpit efficently) even when I was only flying ships. It doesn't fix the problem on foot though which is kind of annoying.

I binded a key to enable / disable head tracking when I get out of my ship but I don't know why it doesn't work everytime and I have to alt-tab and manually disable head tracking.

Enabling / disabling with a key is a way to fix it but it would be nice if we could look around without changing the HUD / AIM.
 
It makes you wonder why they even left head tracking implemented in Odyssey for the on-foot experience. When Horizons was released, they obviously realized that they couldn't create a functional user experience for head tracking in SRV Turret Mode so they simply disabled it when in that mode. Surely when they play tested Odyssey with head tracking they would have again seen that it was an issue and at least left it disabled for this mode and perhaps returned to it later.

If Frontier aren't going to fix head tracking in on-foot mode then they should at least disable it when in this mode, or better still, give us the choice to disable it for this mode. It would be a simple fix but vastly improve our experience! I still can't believe that after many people reporting this in the Issue Tracker and 6 large updates that it is still in this mess! Are they listening to their players?
 
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