Left 4 Dead - 1200 with 6TC - Turning head only makes microsopic turn on screen
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Left 4 Dead - 1200 with 6TC - Turning head...Expand / Collapse
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Posted 9/16/2011 8:58:28 AM
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Hi,

I am fairly new to this so I am probably missing something.

1) 1200 glasses with 6TC.

2) Zero'd gyros by resting glasses on the table and using VR manager

3) Calibrated gyros by rotating in various directions and saw the green bars fill up to around half way

4) Wear glasses, zero set. Tried turning head in various directions and see the correct corresponding movement on the on-screen view in VR manager

All seems good so far!!

5) Copied 2 dlls and a .cfg file to root of Left 4 Dead install directory

Start game

* Firstly the game seems to only come up on one monitor, and its the wrong one! So I force the display to the glasses only rather than duplicate display

* Game correctly appears in 3D without problem. However, moving my head left/right only results in a tiny movement on-screen. Moving my head up and down seems to do nothing. All control still resides with the mouse.

Is there something I have set wrongly here. I am guessing the mouse shouldn't result in movement but just aiming within the screenspace, but thats not what is happening. Can anyone help?

Post #6185
Posted 9/17/2011 1:02:45 PM
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Hmmm...exactly the same with Half-life 2. Moving my head makes a tiny tiny movement on screen. If I increase the mouse sensitivity in the game, then it moves some more but it still doesn't match my head movement.
Post #6189
Posted 9/18/2011 11:59:57 AM


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I can't get L4D (or HL2) to work with headtracking (same issue, it moves microscopically). I am using 1200VR and the 3.1.1 VRManager. Whats going on?

Post #6195
Posted 9/18/2011 6:09:56 PM
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cybereality (9/18/2011)
I can't get L4D (or HL2) to work with headtracking (same issue, it moves microscopically). I am using 1200VR and the 3.1.1 VRManager. Whats going on?

Oh dear...so it sounds like its not me, but a problem with the software and the 1200VR combination

No response at all from others, particular Vuzix themselves which is a bit disappointing....

Post #6197
Posted 9/24/2011 5:58:16 PM


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Arrr!!! I emailed Vuzix about this and they didn't even reply (come on guys, just send a boilerplate at least). Tried on Vista 32-bit and 7 64-bit (Steam versions).

Post #6215
Posted 11/23/2011 4:21:15 AM
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I had similar issue, but obviusly I can not know if the cause is the same as for your problem. That is, I had limited range in the yaw movement (ony few degrees instead of 180°) as soon as I started the game, whereas the head tracking calibration outside game was perfect. It depended on my personal headset -which I use in place of the Vuzix earphones- and some magnetic interferences with its metallic parts. So check to calibrate the sensor exactly in the same magnetic environment as in gaming.
Post #6403
Posted 1/27/2012 8:42:12 AM


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All Direct3D extensions have a file called VR920Dx9Stereo.cfg that is copied into the game's executable directory. This file contains settings for controlling different parameters of the stereo and tracking experience. To adjust tracking sensitivity, change the settings "Yaw_Mult" and "Pitch_Mult". If they are not present in your config files, just add them to the end of the list with a comma between them. I find the setting .05 to be comfortable.

Here's an example for Half Life 2:

Method=6, IPD_View=1.40,IPD_Menu=.020,Manual_VSync=0,Locking=0,QueryGPU=1,LogFile=0,AutoIPD=0, ExpMax=0.11, ExpRate=0.001, ExpPoint=2.0, Yaw_Mult=0.05, Pitch_Mult=0.05


If you would like to invert the tracking axes, just put a minus in front of the value:

Pitch_Mult=-0.05
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