Thank you both for the prompt and enlightening responses!
[quote=NaturalPoint - Vincent]A problem with a 1:1 ratio would be that the camera looses track of the tracking objects, after rotating the head to a 45 degree angle in relation to the camera itself.[/quote]
Borrowing Seth's terminology, Jonny Lee's demo uses a, "3D translation only integration" rather than orientation axes.
[quote=NaturalPoint - Seth]My main issue in dealing with Blizzard has not been determining the best path for integration (whether normal TrackIR view control, with orientation axes emphasized the most, or a 3D translation-only integration, like you're describing), but rather just getting clearance from their QA dept. They've actually had developers willing to do the work, but their interoperability and testing guys have been swamped basically continually over the past 18 months (simultaneously working on Cataclysm, the new Battle.net, SC2, and Diablo 3). They're the gateway to the devs, and so far, have been impenetrable.
But, as far as what you're requesting being achievable--the 1:1 profile should work pretty well. But, I'm not sure how different screen resolutions might distort the true 1:1 nature of it. Like Vince noted, 1:1 isn't typically a good thing with normal TrackIR support, but with the Johnny Lee demo you mentioned, it's actually necessary to create the effect. At the very least, it would should work just as well (actually better, because of the far superior resolution) as his demo if being used on a screen that has the same resolution that the developer used when mapping the view control. Whether it's easy to normalize across multiple resolutions--I'm not sure about that. [/quote]
Resolutions are proportional with each other. I imagine a slider would be sufficient to allow for change of the values in incremental proportions (x*0.5, x*1.5, etc) permitting individual users to modify the variable input to match their setup without exhaustive testing on the developer's part. In any case it's all "theorycraft" as they say on the Warcraft boards. It's a shame that the developers are too busy.
I took a closer look at how the Vuzix head tracking is implemented in Warcraft, it seems it's done like any warcraft add-on. If you download the Vuzix driver and use the iWear VR920 Calibrator to select your Warcraft installation it will place several human readable files in the /interface/AddOns/VFXController directory. It looks like it uses the Lua language, like many warcraft add-ons, and it's all human readable script. Of course, it's for VR style head tracking rather than a pseudo 3d fishtank, and also culls the data in whatever format the VR920 gives it. If I knew how to program and knew how to access the TrackIR positional information I imagine it would be fairly easy to hack Vuzix's add on to accept input from a TrackIR device instead (Sadly the fishtank effect might require unlocking the camera which I'm not sure the script allows for). If Blizzard was the original author of the add-on it might all even be legal

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[quote=NaturalPoint - Vincent]Virtual Windows Demo ::
Powered by TrackIR, Dinther Product Design's Virtual Windows transforms integrated computer monitors into a virtual portal that tracks head movement through all 6DOF, rendering view-dependent images on the screen.
It now includes a framework which allows a limitless number of monitors to be melded into a single window pane, effectively lifting size restrictions of the window.
http://www.naturalpoint.com/trackir/05- ... earch.html
[/quote]
That is so freaking cool, Vincent. Put agent smith against the back wall, change the dowels to slow spiral bullet streams and you have the beginnings of a bullet dodging first person shooter featuring the TrackIR as a must have input device with pseudo 3d as an added bonus.