Core i7 920 @ 3.995 GHz, HT off
12 GB OCZ DDR3-1600
Galaxy GTX 680 (light overclock)
Samsung 830 Series 256 GB SSD
Windows 7 Pro x64
1920x1080 w/ View Distance at ~3600
Video Memory at Default
MSAA Very High, AToC=0, SMAA Ultra
Post Processing at Very Low
All other settings at Very High
Works nicely with the new link. (don´t forget to turn freetrack on in the options!)
Never had a freetrack or trackIR so i don´t have a comparison,
but as said theres a lot of jittery and there will be a terrible headache hen u play more than a few minutes.
For me, on the ground it will be difficult to aim,in the Air it´s awesome.
Maybe there is some tuning in the settings, i have tryed the Arma-Profile.
But it´s really a great tool.With better settings it will be really awesome.
Thank you for your software. I'll give a try for sure this evening.
In the past, I've used faceapi2ppjoy and it worked, but eats CPU.
Good to see you use the FreeTrack dll, this would avoid PPJoy problems with 64bit users.
Jaynus is working on his arma2lib project to have 6DOF like Kegetys did for ArmA1.
The face tracking seems really robust and efficient in terms of CPU usage and freedom of movement (90° of head movement !), but the filtering ingame is jerky, giving me flashing frames all the time.
Trying to increase the sample filtering only increases latency and doesn't solve the flickering/jitter.
It still seem like a wonderful piece of technology to replace freetrack... when it's sorted out.
Note : a "center" key button wouldn't be bad either.
Hello guys (and girls?),
Thanks for giving me feedback. Some of you wonder if it's legit: it is! I've made it myself, to make headtracking available to those with a small purse
To reduce the jittering ingame, you may have to tweak the settings. For the sensitivity I would recommend settings around 100 (which actually means amplify movement by "1"). In FlightGear this settings seems too small: 300 works there...
The smoothing slows down movement, because it adds up 'n' samples and takes an average of those. Too high a number makes headtracking 'laggy'.
The neutral-zone put a band around the initial '0', so keeping your head in the initial position should keep the head still. When you press 'Start' in FaceTrackNoIR, you should try to keep your face in a neutral position
I would like to remind you that this is just a first release. Using your feedback, we will try to improve!
P.S.: Before switching to ArmA, minimize FaceTrackNoIR: it should reduce CPU-load. The faceAPI however is quite demanding...
hi thanks for your logiciel it works , but i have a little problem the track ir in game "Shaking" why ?
One problem I'm having is that even if I click "Stop" and "Start" again to calibrate the tracking, it will not "zero" my initial position. For example, in the program it always says the Y axis is at around 10 when I'm looking straight ahead. In game, this apparently translates to me always looking downward by default, and I have to tilt my head at an absurd angle to get it to look up. It isn't calibrating my initial face position when I start the tracking, because it won't start everything at a zero point, but rather some arbitrary points that screw up the in-game view.
Have you tried the headtracking demo from SeeingMachines http://www.seeingmachines.com/produc...api/downloads/? If I remember correctly, using the demo you can see the 'initial picture' the faceAPI takes on startup. Maybe you should change the position of your web cam?
Perhaps we must consider implementing 'offsets' that are applied to the '0'-position. However we wanted to keep the number of settings small, because they tend to confuse people.
m1n1d0u: shaking will be reduced if you set 'smoothing' higher...
Yes, I tried the demo. The tracking seems perfectly fine based on the video preview, like I was saying, but the problem is that it doesn't seem to use the "base" location of my face as the zero value for all axes. If you included a "zero" button that instantly calibrated all values to zero for the current facial position when pressed, I think that would help a lot. Also, as another "for instance" for this problem, when I try to use the zoom (z-axis) feature, my "default" facial position will cause the game to be zoomed in all the way. The same with the leaning function, where if I am not leaning at all in real life, in-game it will have me skewed slightly to the side.
Also, I have tried setting the sensitivity from 90 to 200 with no change in jitter. All the sensitivity changes is how much you turn in-game versus how far your head turns. I've tried smoothing as well, but if you turn it above 15 or so you get a very long delay between your head turn and the in-game view change. Setting the neutral-zone higher does also help, though, in terms of staying "locked" in the central view and not going crazy when you're not trying to move your head. Somewhere between around 10 or 15 seems best for me personally.