Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
I've looked over my budget and if it goes the way I think it will I might be able to get a trackir, maybe though. But with a bit of moving around my cash it could possibly work out just fine, we'll see I guess.
It also has to work with my headset as well so I might save money by just getting the standard thing :D
If you buy one, I would suggest using a smooth profile with the deadzones removed. A lot of people I see using TrackIR with heavy deadzones because they feel uncomfortable not being tethered to the default FPS camera. However they are really missing out. Once you get used to it, a no-deadzone profile feels WAY more natural. It is a similar headtracking experience to sitting VR (sans the depth perception and natural FoV of course)
As for TrackClipPro vs the hat clip, it really depends. For some headphones the TrackClipPro is more comfortable, like the AKG K712 I'm using now. For my older cans I preferred the hat clip with a baseball hat, and with no headphones it's the obvious choice.
The TrackClipPro definetly feels way more fragile, but mine is still in mint condition after 5+ years of use. TrackClipPro aslso gives a stronger cleaner signal and doesn't need the IR floodlights of the TrackIR to be on (which can heat up the device), but this doesn't make a difference in performance during normal use. It can help though if there's IR glare in the room, usually a low sun being reflected by some materials, but the best solution in these cases is to darken the room.
In the TrackIR software you can set up on a graph how much your virtual head turns compared to your real head at a given angle. If the value is one it's a 1:1 ratio, if it's higher your virtual head turns more than your real one. If it's zero, your virtual head won't turn in that region (i.e. a deadzone).
There are default profiles for this that you can modify freely to fit your needs. For example there's a One:One profile that maps 1:1 movement to the whole range, so your virtual head orientation is always the same as the real.
The Smooth profile has value 1 only at the 0° position (looking straight ahead) and increasingly higher values as you turn left or right. This means you get good resolution when you are close to looking straight ahead, but also a wider range of motion for your virtual head when turning further away. This is necessary so, for example, you can look behind you ingame while still looking at the monitor in real life.
The Deadzone profile has 0 value from ~ -5° to +5° which means until you turn your head outside that zone the virtual head remains in the straight ahead position. Many use this because it feels like the familiar rigid FPS view, personally I think it feels very jarring and unnatural, ruining an otherwise immersive experience.
Amazon.com... Free postage.
That's how I got mine in the UK.
While the number might be the same it's not the same version that was released in 2009. The latest versions of the camera were developed in 2015/6.