Tobii Eye Tracking
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The Zeiss and both Tobii are both interesting. Looking at the videos, Cinemizer seems to to a direct mouse emulation, which means if you have been programming game inputs, you would know some games will disable the xbox controller inputs when a mouse is run so that kind of limits it's usage and configurability. For instance, on my steam controller binds, I use a combination of mouse and xbox controller input binds, but one will override the other when it detects movement. There are games that support both, and that's where I see Cinemizer gaining ground because you could theoretically program it as a mouse look and still have an xbox controller to supplement movement and action binds. On the other hand, Tobii seems to have both xbox and/or mouse input emulation using it's tracking technology. It's possible you have to pick and choose one or the other though. I think Tobii are more likely to have future support based on its integration into VR headsets. In the meantime, for FSX and headtracking I was going to go the route of some form of headtracking, but it looks like after trying out Flyinside, it does some things that a regular headtracking couldn't provide. True VR presence. Basically, no hat switches need to be binded anymore, because the entire cockpit is rendered. So when I press flaps, I can turn to the wings, and see the flaps move up and down. It's impressive software. It feels like I am really flying 2,000 feet in the sky. And because it's grounded in reality, it just feels real. https://flyinside-fsx.com/ It proves games addons that support VR in game is much better than trying to emulate head tracking movement using a screen. And it also proves, games don't need to be natively built in VR. Well, some games like these cockpit type games.
The Zeiss and both Tobii are both interesting.

Looking at the videos,

Cinemizer seems to to a direct mouse emulation, which means if you have been programming game inputs, you would know some games will disable the xbox controller inputs when a mouse is run so that kind of limits it's usage and configurability. For instance, on my steam controller binds, I use a combination of mouse and xbox controller input binds, but one will override the other when it detects movement. There are games that support both, and that's where I see Cinemizer gaining ground because you could theoretically program it as a mouse look and still have an xbox controller to supplement movement and action binds.

On the other hand, Tobii seems to have both xbox and/or mouse input emulation using it's tracking technology. It's possible you have to pick and choose one or the other though. I think Tobii are more likely to have future support based on its integration into VR headsets.

In the meantime, for FSX and headtracking I was going to go the route of some form of headtracking, but it looks like after trying out Flyinside, it does some things that a regular headtracking couldn't provide. True VR presence. Basically, no hat switches need to be binded anymore, because the entire cockpit is rendered. So when I press flaps, I can turn to the wings, and see the flaps move up and down. It's impressive software. It feels like I am really flying 2,000 feet in the sky. And because it's grounded in reality, it just feels real.

https://flyinside-fsx.com/

It proves games addons that support VR in game is much better than trying to emulate head tracking movement using a screen. And it also proves, games don't need to be natively built in VR. Well, some games like these cockpit type games.

3D Vision/TRIDEF User
SHIELD portable/tablet/tv

#16
Posted 04/15/2017 02:22 AM   
Pretty cool...
Pretty cool...

#17
Posted 04/16/2017 07:48 AM   
Tobii announced on May 2 that it collaborated with Microsoft, Intel, and EyeTech DS to create a USB Human Interface Device (HID) standard for eye tracking. The company said in its blog post about USB HID that the standard is supposed to let eye tracking technology "join the family of devices such as mice, keyboards, game controllers, digitizers, touchpads, and more, that have standard interfaces agreed on by USB.org." Seb the full article at https://www.tomshardware.com/news/tobii-microsoft-standardize-eye-tracking,37033.html
Tobii announced on May 2 that it collaborated with Microsoft, Intel, and EyeTech DS to create a USB Human Interface Device (HID) standard for eye tracking. The company said in its blog post about USB HID that the standard is supposed to let eye tracking technology "join the family of devices such as mice, keyboards, game controllers, digitizers, touchpads, and more, that have standard interfaces agreed on by USB.org."


Seb the full article at https://www.tomshardware.com/news/tobii-microsoft-standardize-eye-tracking,37033.html

#18
Posted 05/10/2018 12:49 PM   
[quote]Track IR5 or There's a DIY gyro sensor http://www.edtracker.org.uk/ or using a wecam with http://www.free-track.net/english/ Anyone currently using any of these?[/quote] I tried those 3 and found EDtracker to be the easiest, smoothest and most reliable. It is also the least intrusive. A small light weight box velcro'd onto top of headphones and because it uses an inbuilt gyro no camera is required. It doesn't drift and need recentering either during a game. Only thing missing is lean and forward/backward movement. I would not be without it now. It just works - simple, effective and affordable.
Track IR5

or

There's a DIY gyro sensor http://www.edtracker.org.uk/


or

using a wecam with http://www.free-track.net/english/



Anyone currently using any of these?


I tried those 3 and found EDtracker to be the easiest, smoothest and most reliable. It is also the least intrusive. A small light weight box velcro'd onto top of headphones and because it uses an inbuilt gyro no camera is required. It doesn't drift and need recentering either during a game. Only thing missing is lean and forward/backward movement. I would not be without it now. It just works - simple, effective and affordable.

Win7 64 16GB I5-4570 Asus Z87-A
GTX 1080 Benq XL 27" 3DVision 2

#19
Posted 05/10/2018 07:58 PM   
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