ShadowRunner
Veteran
Im confused, how can SIXAXIS be used for headtracking?
Easy, just strap a second controller on top of your headIm confused, how can SIXAXIS be used for headtracking?
No, but there was someone who was using a sixaxis to move the fps camera around in a PC game. There's also small bits of this by the way in Linger in Shadows, but that's not as good an example. I vaguely recall there being a similar option in another game (fps camera only) but I can't remember.
And I wasn't personally talking about head-tracking (PS Eye can do that better) but about moving your head to look around in an FPS game - say that you're running forward but at the same time you want to look to the left while you're running, doing so by tilting the sixaxis.
Easy, just strap a second controller on top of your head
SIXAXIS would work in that capacity yes, and for things like lean peeking around corners. The problem with mapping ingame head movement to the SIXAXIS/Hands is that it complicates the controls even more than they are already and is not exactly natural.
All demos i have seen for head tracking using cameras like eyetoy have relied on tracking the head on a horizontal and virtical plane. What you want is for tracking of head tilt and rotation, as this is how you look around in real life.
If you could strap a sixaxis, or preferably the tech within it in a different form factor, to your head you mite be able to come up with something but you still have a fixed screen, you really do need a head mounted display in order for games to use tilting of the head for looking around because you need the image to stay directly in front of you no matter which way your head is pointing.
Is it just the shotgun that has a locked aim/auto-tracking aim?
http://www.justin.tv/clip/0f34c82f109e2389
I don't understand why anyone would want headtracking unless your television was on sometype of mechanical swivel that could keep your TV directly in front of eyes no matter where you turned your head.
FOV in a FPS is always going to feel limited to most gamers, since your eyes's field of vision is 200 degrees horizontally and 165 degrees vertically.
Furthermore, whats the advantage of separating head tracking and gunning aiming which are both incorporated as one mechanism controlled by the right analog stick?
No, most, if not all guns have it. Pull out your pistol or M82 and strafe while looking at an enemy. Although I think the aim assist is stronger with the shotgun.
Nice thing about headtracking, if you haven't noticed yet, is that it gives you a much more 3D perception of the environment. It's pretty engrossing actually.
It would add to immersion, but wouldn't solve the trouble of FOV and ont knowing where the heck anything is. I finished playing the campaign yesterday getting my butt handed to my by a flying bot-boss. The thing was impossible to track and stay safe from, being able to move faster than I could turn my head. Add in all the smoke occlusion, and the reduced visibility due to death-effect so that the more dead you are, the less chance of recovering, and the whole situation was very frustrating.Nice thing about headtracking, if you haven't noticed yet, is that it gives you a much more 3D perception of the environment. It's pretty engrossing actually.
Yes, that's what I would love to have sixaxis support for - for being able to quickly look around independent of my running direction.