TrackIR Support

GAMEPLAY

When Arena Commander first released, it supported Occulus but not TrackIR. After a few weeks, CiG finally gave support for TrackIR in AC. I've stayed away from the game for a long time and recently reinstalled it to try out the solar system free roam. I noticed there were no options for TrackIR anymore in game.

Does anyone know or heard when CiG will support TrackIR in the solar system free roam? This is a major make it or break it thing for me to play the game. Manually having to move my character's head in game when I have a TrackIR just doesnt cut it for me.

Posted May 27, 2016, 7:36 PM UTC

1128
Bribase•

It's definitely going to be supported, the initial implementation is supposed to be nothing like what's planned in the final thing. It's also listed under NaturalPoint's official support list, which is kind of a kick in the balls for people who are waiting for official implementation.

TrackIR can be used right now with a workaround. On top of this you need to tweak the controls for 2.4:

  • Unbind mouse movement entries
  • Rebind mouse movement to view movements
  • Don't toggle freelook just turn your head.
6
ufgman•

OP if you want to see someone using the TrackerIR workaround, look at some of HydroBIGBANG's past broadcasts. He's doing well with it.

https://www.twitch.tv/hydrobigbang/profile

2
Shadow-WalkerOPMercenary•

Thanks. Have they said why they turned it off?

1
fffuu_High Admiral•

They didn't "turn it off" purposely. It used to work unintentionally and since then that has been broken. They never officially worked on supporting it yet.

6
Bribase•

Like fffuu_ said, it broke with 2.0 and Calix didn't know it was until it was reported in the Issue Council. Frustrating of course because it should be an easy thing to fix but nobody is doing it.

2
John_McFlyHigh Admiral•

It's not an "easy" fix because the camera is now the player's eyes, so to implement TrackIR, they need to have controls move those parts of the player skeleton around in a realistic fashion. It would be a lot of work to make those movements look "right," so they're saving it for later.

3
Bribase•

I guess it depends on whether they plan to implement translation or not. For rotation it's easy because it's as simple as plugging the inputs into the head movements that are already in the game (which we all just use Freepie to do now).

But if, as the Naturalpoint listing suggests, CIG plan to have translational movements implemented I can agree that this will involve some complex animation rigging. Maybe in the end you'll be able to lean towards the dashboard and use the auxilliary controls, lean sideways to look at things obstructed by the canopy of your ship and lean out of cover incrementally (like ARMA's implementation of TrackIR)?

2
[deleted]•

[deleted]

1
95688it•

they can't properly implement it till they are 100% with the character controller or they'd just have to keep going back and fixing it everytime they change something.,

2
Do_What_Thou_Wilt•

sidenote: why is 'freelook' significantly faster than regular 'head look' ?

regular-look feels sluggish and heavy. Not clear on the reasoning behind the separate 'looks' - anyone care to explain why 'freelook' isn't the default?

1
Bribase•

It seems like this was resolved in PTU 2.4. Using TrackIR bound to the view controls is pretty much imperceptible from using the previous workaround with freelook now.

1
KuroRyuu_6804Civilian•

It's not a priority right now, don't expect it any time soon.

2
Shadow-WalkerOPMercenary•

Where did you see or hear this?

1
KuroRyuu_6804Civilian•

Other stuff is just more important to get working at the moment, TrackIR is not necessary to play the game, so it's common sense, that it's low priority.
I couldn't tell you if or when they said that themselves though. Fortunately Bribase already did, so I don't have to.

If it's really important to you, then you should try this workaround. I haven't tried it myself, because I don't own TrackIR, but it's worth a try.

3
Bribase•

Will Leverett sometime in January (for some reason the source link doesn't work):

Hey guys,

Wanted to add a quick note about TrackIR after discussing with some folks internally.

  • TrackIR is something we plan to support.
  • We don't have any resources currently assigned to or working on it.
  • Previously TrackIR has worked through what was termed to me as a "hackish" solution but has never been truly officially supported or integrated.

So it's not broken because the work has not officially been done. The workaround may no longer work, and we will ultimately provide support for it.

2
John_McFlyHigh Admiral•

Brian Hutchins spoke about TrackIR (as part of a larger VR discussion) during an AtV studio update more recently, but relayed the same information.

3
Bribase•

If you have a link that would be great. I don't seem to be able to find anything in the INN archive.

1
propagandawarmachinenew user/low karma•

It's been stated several times over the months from the devs. They turned it off.

-2
ScruffyLNHScout•

As stated above, they did not "turn it off," it worked by default accidentally and then after a workaround.

It broke simply through other unrelated updates.

2
Bribase•

Nope, Calix said he had no idea why it broke in 2.0. There was no decision to switch it off.

1
propagandawarmachinenew user/low karma•

I want vive support ;) Blows the hell outta the Oculus anyway.

2†
godsvoidRear Admiral•

please more dick measuring ...

How is the Vive better? What significance does it have in this thread? Won't the lack of ATW impact the Vive's ability to provide a smooth experience? How big is you dick? How big are your dick extension wands? Does it hurt when they collide with the sack?

edit: sorry i'm just sick with X is better than Y posts that have no bearing on the actual conversation.

-5
propagandawarmachinenew user/low karma•

What. Hows the vive better? Easy. It's just a better VR experience. Don't know what that has to do with dick measuring (I dipped into my god damn retirement for it, so no it's not some rich kid thing). Oh and if Star Citizen goes Dick Crazy with the full room experience the Vive will fuck the Oculus over 10 times no matter if you get your hand controllers or not. I put that statement out their just to let Oculus owners know they should get their money back and go VIVE if they want the real deal. Oh and I guess to piss you off, I guess.

5
godsvoidRear Admiral•

I have a ghetto Vive (DK2 + Razer Hydra) and its fun, but to be honest not mind blowing, the Vive release helped in having more real games available but so far it's still mostly the simple stuff. I dread playing the FPS part of SC in VR eventually (hoping for a TimeRifters/Helmet approach).

I don't understand all the Vive fanboying other than the day1 included wands, it seems rushed to market, has a lot more hicups in the VR stuff, etc. Rift seems more ergonomic, closed garden approach and lacking wands are the negatives.

The SteamVR implementation is not as good as the Oculus implementation from what I've seen, SteamVR desperately needs a decent ATW implementation, difference was night and day for the DK2 pre 1.3.

If you want VR now I suggest you wait, buy it for X-mas, the big 3 will have future parity by then (Valve/Oculus/Sony) and an explosion of games will follow.

I don't mind :)

2
Fangschussnew user/low karma•

You could get it working again through a 3rd party app, that too was broken again, but I think you can find all relevant information in this thread.

1
Bribase•

Read the OP of that thread again (or my post here), the issues that broke the workaround with 2.4 are easily fixed.

1
CGPepperHigh Admiral•

Yes its make or break for me too. Havent played AC since they removed it. Should probably try the workaround, but after rebinding my keys for 500 times, its kinda not worth it. Gonna jump back on the hype buss once its implemented again and the frames go above 30 in pu.

1