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by matb33 4944 days ago
I'm trying to get a sense as to how exactly the head tracking will correlate with the controls. From the videos I've seen, it looks like the implementations so far have your head movements working in some combination with movements coming from your mouse/game controller.

Maybe it's just me, but I'd much prefer controlling my character's body (i.e. where the gun points) with the traditional controller/mouse, and use head tracking to move my character's head/camera only.

I think it'd be less tiring that way, and probably more immersive too. As I'm moving around in the game world, I could easily look around without changing the direction I'm travelling.

1 comments

Various games do it differently. For example Doom3 last i I heard has head/body/aim movement the same while Hawken will be separate. Some games like ArmA currently have ability to separate crosshairs from view when using something like TrackIR.
I've never tried ArmA with a TrackIR setup but it sounds like it would be kind of annoying, i.e. when moving your head, your screen obviously stays on the desk, so you end up turning your head and looking at the screen from the corner of your eye. I'm sure you can adjust sensitivity, but it sounds pretty awkward nonetheless.

In the case of having the head-mounted display, it makes perfect sense. The immersive experience in first person shooters would benefit tremendously from that separation.

I suppose it's a good idea to let game developers experiment with the various control schemes, just as they did early on with defaults key mappings. Eventually it landed as WASD, Ctrl for crouch, space for jump, etc. I remember using right-click to move forward, inverted mouse, ZX for strafing...

I just have the feeling that "looking where you want to aim" is the totally wrong approach and look forward to game developers settling on a quasi-standard of how it should all work, just as they eventually did with keyboard/mouse mappings.