Hello,
I'm using it with VIVE Pro Eye on P3D v4.5.
There is a delay in the movement of GazePoint when using the eye tracking function.
When stopped on the runway, GazePoint moves smoothly, but when it takes off from the runway and enters the flight state, there is a delay of about 1 second in the movement of GazePoint.
Here's what I did:
1. Start with default scenario
2. Virtual Reality-> VR Settings ...
3. Virtual Reality-> EnableEyeTracking YES, Enable PlanelEyeData YES
4. Enable Virtual Reality-> SteamVR
5. Move Eye In HMD (Aircraft is stopped)-> Green circle (Gaze Point) moves smoothly
6. Take off
7. Move Eye In HMD (Aircraft is in flight)-> Green circle (Gaze Point) moves about 1 second after eye movement
Does anyone have the same problem?
Please let me know if there is a solution.
Delay Eye Tracking in flight
Re: Delay Eye Tracking in flight
I also tried it on V5HF1 (Prepar3D v5.1.12.26829).
The result is the same.
IVRInterfaceV451::GetEyeData seems to return the old value when the aircraft floats in the air.
Returns the current value on the ground.
Currently, the eye tracking feature you use with your VIVE Pro Eye is only useful on the ground, but consider it useless in the air.
The result is the same.
IVRInterfaceV451::GetEyeData seems to return the old value when the aircraft floats in the air.
Returns the current value on the ground.
Currently, the eye tracking feature you use with your VIVE Pro Eye is only useful on the ground, but consider it useless in the air.
Re: Delay Eye Tracking in flight
This Probrem Not Fixed on V5.2HF1...
In PDK Sample EyeTracking's EyeTrackingInterface.cpp, the emulator is implemented as follows, and the same logic may be implemented for OpenXR...
In PDK Sample EyeTracking's EyeTrackingInterface.cpp, the emulator is implemented as follows, and the same logic may be implemented for OpenXR...
Code: Select all
if (spUserObj != nullptr && spUserObj->IsOnGround())
{
m_uUpdateInterval = 33;
}
else
{
m_uUpdateInterval = 166;
}