TrackIR is a headtracking technology, utilising three light diodes mounted on your headset and a special camera to track your movements and translate them into your game. The motion you make IRL can be exaggerated, enabling you to look 180 degrees through the rearwindow in a car by just twisting 45 degrees IRL. It is cheap and you can even make it yourself if you do not want to buy a ready kit. In MechWarrior (haven't tried this as I took a night off from the PC yesterday) this translates into the ability to freelook inside your cockpit. This may not be so impressive in the Shadowhawk or Atlas with their tiny viewholes but the Griffin will be luxurious. I have waited for this feature ever since I first heard about this game...and can tell you that finally, I am seriously liking what I'm hearing from PGI in the latest patch! Videos upcoming tonight from home! Short combat clip of me looking around the building I'm hiding behind with TrackIR - More to come. http://www.youtube.com/watch?v=xLGBh3qMI1I http://www.youtube.com/watch?v=q-k68v20srk&feature=youtu.be
I plan to drop into the training grounds in a Griffin, show the basics of moving and looking around with normal controls. Then the freelook and last the ease of looking around with TrackIR. After some practice, I'll do a combat drop and utilise the TrackIR fully in a real fight. Using a SRM brawler, twist baby!
Can you make it so that your torso follows the movements of your head, not the free look? That would be glorious
this finally makes the centurion's shield arms useful, as you don't have to look away from the opponent to shield yourself. on the other hand, why the hell did they choose the trackir headtracking protocol? that thing is more of an USB dongle than a headtracking device.
I'll be making my own set-up soon. Looks very immersive! http://www.youtube.com/watch?feature=player_embedded&v=h7xFiO6HvFE
I used mine mostly with Commanche -vs- Hokum. It does help with immersion, but there is a learning curve with this thing... it's not like a VR headset where the perspective is relational. it's more like you are moving a virtual camera around with your head movements. I found in, Enemy Engaged, that my game actually dropped at first while using it.
Videos are up in OP. After having played tonight with it, I totally love it. It really does give immersion on atotally different scale. With a STD engine I bet we can make even better use of shieldsides then ever before being able to literally look over your shoulder the whole time. My arm shots were off the mark and I had lots of issues just trying to hit, it will take time to relearn.
Isn't turning your head AWAY from the center point of the monitor counter intuitive to the purpose of the device? Or do you have it so hyper sensitive that a 1inch turn off center = a large head turn in the game?
Really cool and I didn't know this existed. But... Its going to be tricky to figure out the degree of torso twisting you are doing because you now have to judge how centered the torso reticle is compared to your own perception of the center of your cockpit bay window. In other words, looking off to one side in the cockpit has no effect on your opponent's point of view of your mech, and you may just be fooling yourself about what parts of the mech you are exposing. Overall I think it has situational uses and may add to the fun factor. However, to me this seems to be solving the cockpit view issues the wrong way. The real (less revolutionary but more expensive) solution is to get more monitors and widen your point of view instead. That way, the turning of your head and eyes are natural and representative of the virtual geometry. Note: not my setup, I only play with one monitor
It's a setting, I think I had it at 1 degree head movement corresponds to 3 degrees ingame. So if I want to look over my left shoulder ingame, I turn my head to the left about 30 degrees IRL. This will take some more finetuning. I will try to do another video with a secondary video running in a smaller box capturing the TrackIR software as it captures the diodes movement in synch with ingame movements of the mech. [quote author=e92 link=topic=6783.msg44468#msg44468 date=1401931289] Really cool and I didn't know this existed. But... Its going to be tricky to figure out the degree of torso twisting you are doing because you now have to judge how centered the torso reticle is compared to your own perception of the center of your cockpit bay window. In other words, looking off to one side in the cockpit has no effect on your opponent's point of view of your mech, and you may just be fooling yourself about what parts of the mech you are exposing. Overall I think it has situational uses and may add to the fun factor. However, to me this seems to be solving the cockpit view issues the wrong way. The real (less revolutionary but more expensive) solution is to get more monitors and widen your point of view instead. That way, the turning of your head and eyes are natural and representative of the virtual geometry. ... [/quote] Yes and no, it is more tricky to see where you are aiming as the circular sight remains torso and arm related. The orientation of the mech and your viewpoint is easy, use the shoulder as orientation. Look over that and make sure it is presented to the enemy. Retargeting after a torsotwist and turning your hear to find the sights again is the hard part. I was way off in my aim and damage ratio. I have 3 monitors. But mech cockpit layout (look at that cockpit wall without a window) makes many less then useful in that perspective and the support for three monitors isn't really implemented yet. It looks a bit funny. I can showcase that later on. [quote author=epikt link=topic=6783.msg44469#msg44469 date=1401933978] Isn't Lan already playing on three monitors? [/quote] Man, you remembered that?
Wish it worked with Free-Track, but apparently MWO is encrypted and not available in the TrackIR plug-in for Free-Track
Just update your TrackIR software, it has the profile for Mechwarrior. No need to activate it ingame, it works off the freelook (it is not 100 integrated as in ARMA, which is the problem Sol unfortunately discovered).