Head-Tracking Camera Control Questions (PS3/XBox)
I'm sure it's been asked and answered several times here, so you can direct me to any post that addresses my questions specifically.
A lot of PS3 and XBox games use the R-analog for camera control.
1. Which head-tracking solutions can I use to bind my head-tilting to the in-game camera-control?
2. How do they handle 360-degree turning when the player is in sitting position?
3. Does the head-tracked input get combined with the R-analog input for camera rotation?
I am looking forward to your inputs.
In case it matters, I own a Razer Hydra, and my Rift is shipping soon.
A lot of PS3 and XBox games use the R-analog for camera control.
1. Which head-tracking solutions can I use to bind my head-tilting to the in-game camera-control?
2. How do they handle 360-degree turning when the player is in sitting position?
3. Does the head-tracked input get combined with the R-analog input for camera rotation?
I am looking forward to your inputs.
In case it matters, I own a Razer Hydra, and my Rift is shipping soon.
