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For instance, if I want small movement when looking forward but large movement when looking back, then you can use curves. The great advantage of these multipliers is that they can be tweaked to get different effects. You might like a dead zone in the middle a zone where your small movement will lead to no movement in-game at all (useful for looking down the sights). These multipliers can be tweaked to your liking. For instance, when you move your head 5 degrees right, the game will move your head 30 degrees right in-game. To solve this problem, a multiplier is used. This means that when you look back, you can’t see your monitor anymore. However, your monitor does not move with you when moving your head. To look towards the sides, backwards, and up or down, you need to turn your head. When dealing with head-tracking, a glaringly obvious problem will present itself. These movements are translated by a head-tracking program like Opentrack into movement of your head on the screen.
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This camera needs to be modified so that it will only detect infra-red light (Unless you buy the PS3 Eye from TrackHat or DelanClip. The most common camera used is a PS3-Eye camera. By only using infra-red light, we can easily track a small infra-red LED light without the interference of other colours. The infra-red light is not visible to the human eye but is easily visible to a camera. However, for head-tracking, we want the opposite. The camera: Most cameras have a filter that will remove infra-red light out of the picture as this will cause unwanted brightening of the picture. I will discuss the most common and most reliable method in flight sims: an infra-red camera with infra-red LEDs mounted to via a clip or hat. Headtracking can be done with several systems. To understand head-tracking, you need to understand 3 things: the hardware, the head movement and the curves. Point of rotation: The point around which your head rotates.
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