Webcam head tracking, webcam to control in‑game FOV

(openfov.com)

30 points | by mwit2023 2 days ago

9 comments

  • jai_ 1 hour ago
    Cool to see this, it's a cool in-between step for not having additional wraparound screens or a VR headset.

    I used to run a similar software[1] for when I was really into playing F1 racing games. However one of the problems I found was the initial disconnect in your head and eye movement that took some getting used to.

    For example, if you want to look left to see an upcoming turn, naturally your eyes move before your head, and your head follows after. With this software enabled, you have to consciously inverse the process where your head moves a direction, but your eyes still remain looking forward at the screen.

    It took a some getting used to and resulting in some dizziness afterwards, but was fun.

    [1]: https://facetracknoir.sourceforge.net/home/default.htm

    • Freaky 1 hour ago
      opentrack would be the one to beat these days: https://github.com/opentrack/opentrack

      It's completely replaced my TrackIR 5, since it averts the need to wear headphones and dig out the tracking bracket every time I want to use it, and the accuracy feels about the same.

      I found head tracking pretty much becomes second-nature after a while - to the point at which it feels weird to play first-person sims without it. Not quite as fancy as VR, but much more comfortable and much more practical.

  • hyperific 1 hour ago
    Also check out the SmoothTrack mobile app. Same use case but the compute is done on a phone instead of the gaming machine. Head position data can be sent over local network or USB.
  • gchamonlive 46 minutes ago
    It would be nice to know the limits of this tech, like how does it tolerate head gears and garments like headphones or hoodies, beanies and glasses, long hard, different skin colour and facial features or even background contrast.
  • oyagci 1 hour ago
    What are the differences between OpenTrack and this ?
  • fxwin 1 hour ago
    Hmm, from the title i expected a tool to calibrate FOV angle to monitor size/distance
  • cubefox 1 hour ago
    Wouldn't it be better to use head tracking to get the position of the head relative to the monitor, so the monitor behaves like a window? Like in Johnny Lee's classic Wii demo [1].

    The way it currently works (rotating the view upon head rotation) doesn't really make sense because a monitor is not a head mounted display.

    1: https://youtube.com/watch?v=Jd3-eiid-Uw

    • Saris 37 minutes ago
      If it behaved like a window you wouldn't be able to look beside or behind yourself in game, this type of setup is used a lot for sim games.
      • dybber 28 minutes ago
        But if you look behind yourself your head is pointing away from the screen.
        • Foxhuls 25 minutes ago
          Typically people don’t use 1:1 movement when using something like this. It’s a much higher ratio so you only have to slightly move your head to look around. It allows you to do it quicker but also avoids exactly what you’re describing.
        • Saris 19 minutes ago
          It's not a 1:1 link with these, turning your head only slightly is enough to look behind in game.
    • Mashimo 1 hour ago
      > The way it currently works doesn't really make sense

      And yet, sim players are using it. Players want to use small headmovements to simulate large head movements ingame. It seems to work.

  • markun 1 hour ago
    Wonder if I could use that to swipe through virtual desktops?
  • numpad0 40 minutes ago
    ...why would webcam head tracking need a new standalone vibecoded project? I thought there are plenty of those already.
  • itsthecourier 1 hour ago
    when your head move, and with it your eyes, you move what's in front of them to your perspective inside the simulation, just as VR works

    but in this case it is detrimental because the screen is fixed, the natural behavior would be not to move it

    or at least do very little with it like a parallax

    the current demo would cause nausea after a moment

    • Foxhuls 42 minutes ago
      This is a good example of having sound logic but not understanding the actual use case. It's simply a way to add functionality in a way to attempt to mimic what humans are capable of in a game. Not everyone wants to or is capable of using VR for various reasons. This allows you to use a slight physical movement of your head to replace using a mouse to move the camera, primarily in flight and racing simulators. That means you don't have to take your hand off of the racing wheel to move a mouse around, or even need to have a mouse available to you.
    • Mashimo 1 hour ago
      Have you tried it or is that your theory?

      Don't all headtrackers work like this? Also the infrared ones.

    • Saris 38 minutes ago
      Tons of people use head tracking like this via TrackIR and similar setups, it's quite common for space or air sim games.
    • oyagci 1 hour ago
      People playing simulators such as DCS are used to have head tracking with OpenTrack. It's very helpful
    • jnewton_dev 36 minutes ago
      This is underrated advice. Wish someone told me this 5 years ago.
    • purrcat259 1 hour ago
      When I used a head tracker (homemade infrared one), I just got used to shifting my head but keeping my eyes on the screen. Having a wider screen helps.
      • quietsegfault 1 hour ago
        I learned how to shift my head only a little bit to move the FOV a lot when using one of those infrared trackers. Still kinda hurt my neck.