6DOF and PF

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6DOF and PF

Post by Dart » Tue Dec 07, 2004 4:24 am

You wrote in another thread:

quote:Originally posted by Jim Richardson:

- PF WILL work with Vector. You get true Pitch and Yaw from the 6DOF positioning of Vector. This is a big improvement for all TrackIR Enhanced titles that are currently 2DOF, awaiting to be made 6DOF. Translating in your chair no longer effects your view in a negative way. Let me know if I need to explain this more.

Um, you'll need to explain this more!

I know it's difficult a lot of times to talk through how things work with a TIR, but I don't understand what you mean.

How will tracking and views improve in IL-2/PF with the doodad and software?

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Re: 6DOF and PF

Post by Jim » Tue Dec 07, 2004 4:51 am

No worries:

Vector makes a difference for all games because it actually calculates your true head position and the movements that you mean to make. Normally, with a standard TrackIR you have 1 dot that it tracks, this dot appears to move to the camera if you rotate your head or translate it (lean side to side). This is bad because it can't tell the difference and it makes you have to hold your head still, more than you normally would. With Vector you don't have to worry about this as it tracks 3 dots at the same time to calculate your head motion and make leaning not an issue. You only get the pure motion of pitch and yaw.

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Re: 6DOF and PF

Post by Charlie251 » Tue Dec 07, 2004 6:50 am

Hi Dart,

The center and pause key are still there, along with the precision key.

I never did train myself to sit still... I just used a large deadzone. With vector in 2DOF mode, I am able to decrease the deadzone size. This allows me to have more functionality from the system without having to move as much.

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Re: 6DOF and PF

Post by Dart » Tue Dec 07, 2004 5:41 pm


This means a certain amount of retraining on my part, as I actually use the very phenomenon you mention to my advantage, leaning left and right rather than turning my head.

However, it might not matter much in effect.

I'm going to assume the recenter key and function will still work, though, right. I rarely sit in exactly the same spot each time I sit down to the computer, so it's not often the center of my head starts out at the center of the tracking field.

If that makes any sense.

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Re: 6DOF and PF

Post by Axe_78th » Tue Dec 14, 2004 6:44 am

So if I understand this correctly. In PF using the Vector clip and software, it's still "seeing" and tracking the three dots. Since the game only has 2DOF support and not 6DOF it's clear you don't get the side to side and in & out views. However if you move your head side to side without turning it you won't get yaw movement? As you would without Vector? With Vector expansion in PF would you have to turn your head to get yaw movement?

[ December 14, 2004, 02:33 PM: Message edited by: 13sqn*Axe ]

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Re: 6DOF and PF

Post by ericd » Tue Dec 14, 2004 6:49 am

You got it. Vector gives you more realistic head tracking. It can differentiate between translation (moving your head) and rotation (turning).

Even if the game only supports pitch and yaw, it will feel more natural as turning your head produces movement while moving does not.

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Re: 6DOF and PF

Post by BM357_TinMan » Tue Dec 14, 2004 7:14 am

Rgr Dart,

I was thinking the exact same thing. I use the lean to my advantage too, but I suppose it will be easy to re-train myself not to do this anymore.

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Re: 6DOF and PF

Post by Thomas H » Tue Dec 14, 2004 10:23 pm

That's awesome! It will be a major improvement for me in GTR because I can't stop leaning into them turns


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Re: 6DOF and PF

Post by Moooby » Tue Dec 14, 2004 11:51 pm

I hear we will never see 6DOF in IL2/PF due to incomplete cockpits, or put better due to what was intentionally left out over the assumtion we would never see it in 2DOF
Hope this is untrue.

WTG TrackIR team this vector expansion is the icing on the cake my hats off to you guys for providing such a great device for immersion in our Sims, I just ordered my Vector Expansion I cannot wait for it to arrive.

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