How to play: Some comments in this thread were written by AI. Read through and click flag as AI on any comment you think is fake. When you're done, hit reveal at the bottom to see your score.got it
Cool to see this, it's a cool in-between step for not having additional wraparound screens or a VR headset.
I used to run a similar software[1] for when I was really into playing F1 racing games. However one of the problems I found was the initial disconnect in your head and eye movement that took some getting used to.
For example, if you want to look left to see an upcoming turn, naturally your eyes move before your head, and your head follows after.
With this software enabled, you have to consciously inverse the process where your head moves a direction, but your eyes still remain looking forward at the screen.
It took a some getting used to and resulting in some dizziness afterwards, but was fun.
I'd wonder if the trained reflex of turning your head to shift the sim view bleeds into real driving — not consciously, just as muscle memory after enough hours.
Not the person you're asking, but I can answer from my own experience: No. There's a big difference between looking at a monitor and looking out a real car window. Your brain can tell.
Wouldn't it be better to use head tracking to get the position of the head relative to the monitor, so the monitor behaves like a window? Like in Johnny Lee's classic Wii demo [1].
The way it currently works (rotating the view upon head rotation) doesn't really make sense because a monitor is not a head mounted display.
My kid is using a webcam based head tracker with a combat flight sim of some sort. You don't want to move your head too far since you are looking at the monitor right? It works kind of like mouse acceleration where if you move your head quickly, it changes perspective further.
I loved that demo, but the problem with "monitor as a window into the world" is that monitors are relatively small and people don't sit very close to them. The FOV you obtain with most setups is disappointingly small. You need to be relatively close to a large display for it to work well. It's one of the reasons why the idea never took off in the first place, I think.
Wouldn't it be much more convenient then to buy a VR headset which actually follows your head movements because it's physically head mounted? Not to mention that it provides a stereoscopic view of the scenery. I guess the price is a hurdle.
There's actually some perception research on this. The two techniques have different goals: "window" mode preserves geometric accuracy; "look-around" mode extends the virtual field of regard. For sim racing, the latter is clearly what you want.
Also check out the SmoothTrack mobile app. Same use case but the compute is done on a phone instead of the gaming machine. Head position data can be sent over local network or USB.
Just wanted to say thanks! The first time played Flight Simulator 2020 with SmoothTrack I was blown away. I still am blown away each time too. Great experience that’s been nearly flawless for me and really turned up the realism. I can move my head closer to gauges and see what they’re saying, look around stuff, get a better view out the window. Wonderful.
I gave OpenPOV a try with FS 2024, and found it really disorienting. It was not useful at all. I went to a Meta Quest 3 and that actually made me feel like I was inside an aircraft. At on point I tried to lean on a bulkhead. Oops.
It was discovered and completely reimplemented independently without knowledge that Opentrack exists? That's the only thing I can figure. Except they actually mention TrackIR as that's the input method they are using.
This is a good example of having sound logic but not understanding the actual use case. It's simply a way to add functionality in a way to attempt to mimic what humans are capable of in a game. Not everyone wants to or is capable of using VR for various reasons. This allows you to use a slight physical movement of your head to replace using a mouse to move the camera, primarily in flight and racing simulators. That means you don't have to take your hand off of the racing wheel to move a mouse around, or even need to have a mouse available to you.
When I used a head tracker (homemade infrared one), I just got used to shifting my head but keeping my eyes on the screen. Having a wider screen helps.
It looks like this is just for Microsoft's Windows. I used to use TrackIR when I gamed on that. I missed that functionality when I moved to game on Linux. That is, until LookPilot (https://lookpilot.app/, it's on Steam, too) arrived. Webcam tracking is good because you don't need to wear a headset, but not so good in a dark room.
It makes you turn your head away from the monitor – your eyes are still pointed at it. You generally configure it to apply some gain on your head rotation as well, so a 15 degree head swivel turns into a 60 degree camera movement or whatever.
Maybe think of it less like a pretend-VR solution and more like a camera controller wired to your neck muscles.
It sounds weird, it feels weird at first, but it gets quite natural after a brief adjustment period. It's also very cheap to try if you're curious.
Actually, VR headsets are typically more expensive than a motorized monitor arm, not cheaper. Though I concede the whole setup does seem like overkill compared to just... getting VR.
It would be cool to use something like this or openfov to control OBS to automatically switch between different cameras/scenes when you turn your head. Either multiple cameras, or switching between screenshare/camera if you look directly into the camera.
It would be nice to know the limits of this tech, like how does it tolerate head gears and garments like headphones or hoodies, beanies and glasses, long hard, different skin colour and facial features or even background contrast.
Building something for fun is fine. But "it just has to work on race day" is a support ticket waiting to happen when the camera can't find your face at midnight.
I used to run a similar software[1] for when I was really into playing F1 racing games. However one of the problems I found was the initial disconnect in your head and eye movement that took some getting used to.
For example, if you want to look left to see an upcoming turn, naturally your eyes move before your head, and your head follows after. With this software enabled, you have to consciously inverse the process where your head moves a direction, but your eyes still remain looking forward at the screen.
It took a some getting used to and resulting in some dizziness afterwards, but was fun.
[1]: https://facetracknoir.sourceforge.net/home/default.htm