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Rammit (DayZ)

Trackir for post-1.0

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Just adding a vote/reminder that I hope trackir functionality will return at some point in the near-ish future :) 

(if there is anything that makes it work that I am not aware of, please let me know). 

Thanks.

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As far as I can see, there's just no implementation of TrackIR compatibility at the moment.

I don't understand the decision not to include TrackIR compatibility - neither from a game design perspective, nor from a marketing perspective. A whole lot of players got their TrackIR back in the day specifically for DayZ and not including this in the release version basically means releasing an unfinished or incomplete game, that lacks the basic functionality that sets itself apart from other titles. Given the current share of the market of survival sandboxes, DayZ does not really stand out that much that missing out of opportunities to offer something unique can be afforded.

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I have been sorely missing trackir. It is featured as having 6 dof support on naturalpoints site. Found here. https://www.naturalpoint.com/trackir/games/

I am a little worried about its return and full functionality. It was broken when the player controller was getting revamped (exp -newui launch param) It was patched a couple times to work later but ever since the player controller was finalised we lost full trackir support and many other things. (all relatable to trackir, ie: variable fov/aiming deadzone etc)  

@eugenharton  Is trackir making a come back along with aiming deadzone?  Since the change to ADS, keybind actions and fixed fov, will it be possible if reimplemented to use our Z axis like before as a bind for continuos zoom in/out. Looking through all binds, it seems most things are missing/re worked to function differently.

 

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I ignored Day-Z for years as it languished in Alpha...  but last time I played Track-IR worked. I was sorely disappointed to discover it is gone.

(The interface in general now feels like it was optimized for console not PC... that is sad.)

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