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- 24/08/2016 at 17:16 #5589Hei SogekiParticipant
It seems as though the mere existence of a dead zone and snap-to-center feature isn’t everything for you, but I’d like to say that a gaze based snap-to-center feature (as opposed to a button) would be incredibly useful. Dead zones have already been implemented (although there is no graphical representation in ISE) so all that remains is the hands free snap-to-center, possibly configured as shown.
Forgive me if I misinterpret your feature request, but it sounds like you’d want a sticky center, such that the dead zone is enabled until you gaze at the perimeter of your screen, which is when it the dead zone is disabled, giving you full camera control until you snap it back to center based on the camera yaw/pitch coordinates approaching 0.
The dynamic dead zone would definitely be an elegant addition to it’s current state, but the snap-to-center is a must, for me. Whether that’s done by simply looking at a specified zone (as shown in the above image) or by gazing towards the default camera position (which I think is what you’ve suggested, still not sure). Just as long as I don’t have to juggle more buttons (I’m using 3 shift buttons on my HOTAS as it is.)
The only problem I’d have with the dynamic snap-to-center is when turning the camera too far, I wouldn’t want to have to stare at the perimeter of the screen until I approach center enough for it to snap into place. This wouldn’t be a snap-to-center on demand feature, it would just be affixing camera and re-enabling the dead zone. If that’s what you meant, I am requesting an actual snap-to-center feature based on gaze. Your dynamic dead zone / free camera movement wouldn’t pair well with the snap-to-center zone I’ve shown in the above image. I would be fine with it, but to allow the dynamic dead zone and snap-to-center features to coexist, I’d propose a dynamic snap-to-center zone as well.
Instead of a central snap-to-center zone, the zone would be at an edge or corner of the screen based on the current camera angle.
For example, if I look to the upper right corner of my screen, the camera breaks away from the sticky center and gives me full camera control. Since my camera is aimed to my upper right, the snap to center zone is on the lower left corner.At this point, I can guide the camera back to center where it will stick, or I can glance towards the snap-to-center zone to center my view (especially useful when my character’s neck is contorted as he admires the all the flashy lights.)
As I mentioned in my other (redacted) feature request, I’ve attempted to use the snap-to-center button in combat, and it’s simply impractical. However, a snap-to-center zone (plus dynamic dead zone / sticky center) would solve the issues I had mentioned in that post and as far as I can tell, these features would be more useful to others than dynamic sensitivity ranges.
24/08/2016 at 15:32 #5585Hei SogekiParticipantI think that more options/features for the user is always preferable so I really appreciate any consideration on this request. However, as I’ve been using the eyeX, I realize that I generally want the camera to be fixed until there is something worth looking at.
I’ll be adding my support to an existing feature request that I believe will resolve the issues mentioned in this feature request and enable the eyeX to be as effective as possible in E:D, for me. (And that is without having to alter the maximum camera pitch/yaw based on current yaw/pitch respectively to achieve an elliptical view range or reverse the sensitivity slope based on distance from the user-set view angle limits)
06/08/2016 at 04:23 #5502Hei SogekiParticipantFrom your description it seems our issues are related. My issue is specifically the rectangular boundaries that are set by ISE. It would be infinitely more natural if the boundaries were ovoid, rather than rectangular. I think the issue would be solved if there were an option in the view angle limits section of ISE that could round the corners of this rectangular boundary. If the boundary is elliptical, it should also mask the discontinuity you spoke of.
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//Video showing unnatural view limits
Shows the headlook boundaries with my reduced view angle limits, then I try to mimic a head tracking device’s “intuitive” or natural view range, then to simulate tracing a ship flying overhead.youtu.be/WXiTGMVkrm4
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//Discord conversation of the issue:Hei Sogeki – Today at 6:01 PM
Hey, does anyone know if the corners of the headlook range can be rounded?Orange Spark – Today at 6:01 PM
what do you meanHei Sogeki – Today at 6:03 PM
I just got the tobii eyeX. I turned the pitch and yaw range down in the device’s settings so I don’t twist my character’s head off and I don’t look too far away from my hud when tracing enemy pilots in battle.
The problem is when I look around at my peripherals, the headlook cam traces a square. I’d rather the corners of that square be rounded, so it’s more like rolling your head around irl.
Instead of “tilts head in a vertical line – hard stop – turns horizontal line – hard stop – down vertical – stop – etc.”
Just wondering if there was already a mod that can alter the vjoy range for head tracking / eye tracking devices
Or if the range was accessible in a game file, similar to the way you can change your hud colorOrange Spark – Today at 6:10 PM
I don’t use a headtracking device so I’m afraid I can’t help you with thisHei Sogeki – Today at 6:11 PM
Okay, I haven’t found anything via Google, so I thought I’d find an addon forum or post on frontier forums. Just stopped here first.
I’ll keep looking for now, but thanks.Orange Spark – Today at 6:13 PM
IIRC @Pleijpje uses some sort of headtracking device
maybe he can helpHei Sogeki – Today at 6:16 PM
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