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when your head move, and with it your eyes, you move what's in front of them to your perspective inside the simulation, just as VR works

but in this case it is detrimental because the screen is fixed, the natural behavior would be not to move it

or at least do very little with it like a parallax

the current demo would cause nausea after a moment

Cool to see this, it's a cool in-between step for not having additional wraparound screens or a VR headset.

I used to run a similar software[1] for when I was really into playing F1 racing games. However one of the problems I found was the initial disconnect in your head and eye movement that took some getting used to.

For example, if you want to look left to see an upcoming turn, naturally your eyes move before your head, and your head follows after. With this software enabled, you have to consciously inverse the process where your head moves a direction, but your eyes still remain looking forward at the screen.

It took a some getting used to and resulting in some dizziness afterwards, but was fun.

[1]: https://facetracknoir.sourceforge.net/home/default.htm

just wondering, did this difference in looking around mess you up at all when driving in real life
Not the person you're asking, but I can answer from my own experience: No. There's a big difference between looking at a monitor and looking out a real car window. Your brain can tell.
I set up a basic nose tracker to do the same thing in beamNG just for left/right motion a long while ago, just to see if it was usable. The neat thing there was that you could also just translate your head to get the same effect and didn't need to move your eyes at all. Feels even weirder though lol.
Hmm, from the title i expected a tool to calibrate FOV angle to monitor size/distance
What are the differences between OpenTrack and this ?
It was discovered and completely reimplemented independently without knowledge that Opentrack exists? That's the only thing I can figure. Except they actually mention TrackIR as that's the input method they are using.
one is generated slop and the other is a mature community project
Wouldn't it be better to use head tracking to get the position of the head relative to the monitor, so the monitor behaves like a window? Like in Johnny Lee's classic Wii demo [1].

The way it currently works (rotating the view upon head rotation) doesn't really make sense because a monitor is not a head mounted display.

1: https://youtube.com/watch?v=Jd3-eiid-Uw

My kid is using a webcam based head tracker with a combat flight sim of some sort. You don't want to move your head too far since you are looking at the monitor right? It works kind of like mouse acceleration where if you move your head quickly, it changes perspective further.
I loved that demo, but the problem with "monitor as a window into the world" is that monitors are relatively small and people don't sit very close to them. The FOV you obtain with most setups is disappointingly small. You need to be relatively close to a large display for it to work well. It's one of the reasons why the idea never took off in the first place, I think.
Wonder if I could use that to swipe through virtual desktops?
Also check out the SmoothTrack mobile app. Same use case but the compute is done on a phone instead of the gaming machine. Head position data can be sent over local network or USB.
Hey! Thanks for recommending this!! That’s my app. :) pushing the tracking work off to the phone is helpful for freeing up resources on the computer.
Just wanted to say thanks! The first time played Flight Simulator 2020 with SmoothTrack I was blown away. I still am blown away each time too. Great experience that’s been nearly flawless for me and really turned up the realism. I can move my head closer to gauges and see what they’re saying, look around stuff, get a better view out the window. Wonderful.
Thanks for recommending. I can only place my real camera in somewhat awkward spots, so this would give me freedom to adjust its position more freely.
It would be nice to know the limits of this tech, like how does it tolerate head gears and garments like headphones or hoodies, beanies and glasses, long hard, different skin colour and facial features or even background contrast.
...why would webcam head tracking need a new standalone vibecoded project? I thought there are plenty of those already.
Why not? Such as?

Sometimes it's just fun to make something, avoiding it just because said thing already exists in some form is silly.

It would be cool to use something like this or openfov to control OBS to automatically switch between different cameras/scenes when you turn your head. Either multiple cameras, or switching between screenshare/camera if you look directly into the camera.
I gave OpenPOV a try with FS 2024, and found it really disorienting. It was not useful at all. I went to a Meta Quest 3 and that actually made me feel like I was inside an aircraft. At on point I tried to lean on a bulkhead. Oops.
They're called airplanes because they're made out of air in VR!
Would be cool to see this become a fully viable TrackIR alternative.
But doesn't it make you look away from the monitor? Unless you have this 45 inch curved monitor really close to your face?
It looks like this is just for Microsoft's Windows. I used to use TrackIR when I gamed on that. I missed that functionality when I moved to game on Linux. That is, until LookPilot (https://lookpilot.app/, it's on Steam, too) arrived. Webcam tracking is good because you don't need to wear a headset, but not so good in a dark room.