Hello:
Thanks for the great post. Really a lot of good information in there. It represents exactly how we feel about FPS; it is the future and we are okay now, but have a ways to go for the ideal feature set. I think that 2.0 will really help out, but nothing would be better than built in support.
You are dead on in your assessment of the accuracy and lag issues with regards to FPS. We currently poll at 60Hz, which would be fine except that the resolution is too low, so we smooth the data. Your hat solution is very good for increasing the accuracy, as you move the dot over a wider range and therefore have more data. We can increase the framerate, but are also working on getting more resolution out of the system. More of both is better!
The idea of how to use our system in FPS is very interesting to me, and perhaps the biggest question. In flight sims it seems to present itself obviously, you are in a cockpit with an obvious forward view and need to look around, we are the perfect solution. In a FPS the world has no "forward view" and therefore is totally relative to your current position. What it does have, that is different from sims, is the ability to move separate from aiming. This is the case today, aim with the mouse and move with the keyboard. Are we good for aiming? Maybe. With enough resolution then we can be like a laser pointer coming out of your head, but do you want that? I would prefer eye tracking for aiming (don't get me started on that please). Obviously we can't change users current interface dynamic, keyboard and mouse, so we have to augment it and make it better. Is this where we separate the view of the user from his aiming and moving? I can do this in the real world, shooting from behind, but is this better in a computer world or too complex, is it a functional improvement. One positive point is that I would then have a "forward view", meaning my view is lined up with my body, and our viewing experience becomes more meaningful. Also, the precision factor goes down slightly, because you are still using the mouse to aim. Of course, how this would really play out in a game I don't know, but I do think it would be more relevant to slower paced games like counterstrike and doom III. Perhaps if you could move your head side to side as well, to look around corners without exposing your body.
I almost hesitate to promote or hint that our product can be used at all in FPS games, as I only want users to have the best experience possible, and tell all their friends about it. In this case I believe that all or nothing is the way to go, unless there really is a compelling function that we can provide in existing mouse view FPS. Hopefully feedback from 2.0 will give us some more direction on this, without trying to sell it as the ideal FPS aiming solution. We all know that is eye tracking anyway, right?
Regardless, as from the lessons in the flight sim community, we have to provide a better, enhanced, experience over the existing interface method. I know it is out there and welcome all ideas on how to make it work.
What we really need is some developer who is slightly crazy to work with us on the ideal implementation, so we know the answers up front!
Just realized I got a little carried away on this post!
If you would like to be part of the beta group, please email Halstead York at
halstead@naturalpoint.com
We will have a new beta out around Friday that will have new autopanning code, would love to have you try it out.