Head Movement

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Re: Head Movement

Kean_1 wrote: Thu Feb 10, 2022 9:31 am @Gen.Phasulius,

Do you have an example of an FPS game that has this feature? I'm not being snarky but just curious how it works in an example. .....especially on console as I can see it being a bit awkward. I know it's been done but I'm just trying to remember a title that allowed you to do that which wasn't third-person view.
Not doubting anyone's intelligence, but TrackIR and other similar head tracking products enable a PC user (not sure if it will ever work for consoles unless in VR) to look around, supporting up to 6 Degrees of Freedom (DoF). The level of situational awareness provided is amazing and adds a level of realism otherwise attainable. This would also avoid need to code forced player views when the story needs the player to be facing a specific direction (i.e., during a briefing where the Marine should be looking at the sandbox or map). Instead, you can still look around the room or quickly look back to avoid missing important info without the need to move a mouse or touch a key.

Another aspect to realism, it makes the player learn about and discipline Eye-Muzzle-Target. If you are not paying attention where your barrel is pointed, you may miss the enemy leveling up on your or miss your target.

This capability is typically found in simulation-oriented games such as the ArmA series (supported since the original Operation Flashpoint in 2001), Digital Combat Simulator (DCS) and Microsoft Flight Simulator (links provided below). This may be a dream sheet item as it would likely require changes to the mechanics already down the pipeline.

https://www.naturalpoint.com/trackir
https://arma3.com/
https://www.flightsimulator.com/
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