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.
It's completely replaced my TrackIR 5, since it averts the need to wear headphones and dig out the tracking bracket every time I want to use it, and the accuracy feels about the same.
I found head tracking pretty much becomes second-nature after a while - to the point at which it feels weird to play first-person sims without it. Not quite as fancy as VR, but much more comfortable and much more practical.
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.
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.
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.
Typically people don’t use 1:1 movement when using something like this. It’s a much higher ratio so you only have to slightly move your head to look around. It allows you to do it quicker but also avoids exactly what you’re describing.
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.
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
It's completely replaced my TrackIR 5, since it averts the need to wear headphones and dig out the tracking bracket every time I want to use it, and the accuracy feels about the same.
I found head tracking pretty much becomes second-nature after a while - to the point at which it feels weird to play first-person sims without it. Not quite as fancy as VR, but much more comfortable and much more practical.
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.
1: https://youtube.com/watch?v=Jd3-eiid-Uw
And yet, sim players are using it. Players want to use small headmovements to simulate large head movements ingame. It seems to work.
but in this case it is detrimental because the screen is fixed, the natural behavior would be not to move it
or at least do very little with it like a parallax
the current demo would cause nausea after a moment
Don't all headtrackers work like this? Also the infrared ones.