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Anonymous's avatar
Anonymous
11 years ago

Positional Tracking on/off - possible to smooth transition?

Has anyone figured out a way to smooth the transition between the two modes? The jump is rough, but I still want to use this positional tracking feature, I just expect players to often look behind / down and the jump between the two modes is killing immersion.

3 Replies

  • 9of9's avatar
    9of9
    Expert Protege
    The best possibilities, in my mind, are either providing some kind of visual indicator when the player approaches the bounds of the camera's view-cone or having a soft lerp into a tracked position when you return back into the camera's range to prevent that judder. Currently losing tracking is relatively painless, but getting back into it inevitably results in a jump, so it might be possible to smooth that out.

    We really need a way to be able to get the camera's actual cone of view in world-space though, which so far I've not found any way of doing through the SDK.
  • This is a tough issue that we have experimented with. The camera view is absolute truth and when you move out of camera, the neck model almost always diverges a long way from the truth. The resulting delta is large and reconciling the two positions is tricky. Do you provide a smooth transition? Over how long? What about multiple tracking losses that compound the error? One thing we are very conscious about here is user sensitivity to motion. Quick transitions (while jarring) are often more comfortable than a slow sliding correction.
  • Anonymous's avatar
    Anonymous
    Hrmm... This is going to be problematic.

    BrantLew - any chance of multiple tracking camera support in the future? Gimme 3 looking upward and 3 more looking down and I'm sure we could hand off gracefully between 'em :D