Better head tracking for gyro-less phones

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This topic contains 2 replies, has 2 voices, and was last updated by  symbiot999 2 weeks, 4 days ago.

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  • #6578

    marcos42563
    Participant

    Using phones that only have a compass and an accelerator for VR isn’t a good idea, but sometimes people just don’t have a phone with a gyroscope in their homes. This is my case, and, like many others I assume, I intend to play first person games in VR. However, I noticed that there seems to be a lot of shaking with the screen due to the low precision of the sensors, destroying any sort of proficiency a player may have with the mouse for aiming.

    So I was thinking, maybe it’d be possible to zoom into the game screen and have a higher FOV, allowing the player to move his head around a certain amount of degrees without modifying the game’s camera rotation. That would certainly help in games like Counter-Strike or Half-Life, where if you’re not precise you either run out of ammo or die. Perhaps have a calibrator, that, when turned on, while the user leaves their phone still, records the amount of movement, to later set a threshold for this function. Please consider.

    #6594

    marcos42563
    Participant

    So yesterday I had some bloke over the internet watch me play Half Life 2 with Trinus. He complained about the jiggly camera, and so I had another idea: I think the user should be able to cap the rate of the phone’s sensors. This might help with my compass problem (check the bugs section). Along with that we should be able to have Trinus lerp the mouse’s position onto where it’d be supposed to be. That’d make the camera movement a lot smoother and easier on the eye (and possibly on the phone’s refresh rate). Something like this:

    currentCursorPosition -= (currentCursorPosition - newCursorPosition) / 2 /*let the user change this number*/;

    Therefore if the cursor is to move from (40, 10, 20) to (60, 40, 10), it would move to (50, 25, 15) on the first frame, then to (55, 32.5f, 12.5f), and so on until it’d be basically on top of the position. I’ve used this equation several times before for various things, but mainly for camera movement in third person projects and, of course, in a VR test FPS I made to test Trinus’s power and efficiency.

    Please Loxai, read this and at least try to make it happen.

    #7225

    symbiot999
    Participant

    I noticed the shaking lessens with the type of headset you have. I switched from the terratec vr1 to the vr2 and now I barely notice it. The vr1 has the pressure clam slider and the vr2 is a front loader where the smartphone just sits in there easyly. not sure if that has something to do with it but I noticed alot less shaking when I switched. its still there for a sec when I turrn my head then its gone. and not as much as before while turning the head.

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