Polyphony confirms GT5 head-tracking
You can see which way they're heading.
Polyphony Digital mastermind Kazunori Yamauchi has confirmed that the forthcoming Gran Turismo 5 features support for head-tracking via the PlayStation Eye camera accessory.
According to Gran Turismo resource GT Planet, the feature was first mooted on Polyphony's website during gamescom and was recently confirmed by Yamauchi during an interview with Italian gaming site MultiPlayer.it.
The head-tracking feature is restricted to the in-cockpit view within GT5. Employing facial recognition, the PlayStation Eye scans the position of your head and adjusts the viewpoint in the cockpit accordingly, effectively replacing the use of the right analogue stick on the DualShock 3. Your display stops being a flat 2D representation of a 3D world and effectively becomes an interactive window into the game experience.
Want to see how close your opponents are to catching up? Turn your head and look at the wing mirror. Want to see which gear you're using? Look down at the transmission and see for yourself as you would in a real car. Want to check out the racing line beyond the next corner? Look beyond the turn just like real drivers do.
To get some idea of how the display's perspective adjusts when head-tracking is in play, there's no better example than Johnny Lee's original YouTube video based on reverse use of the Wii remote's infra-red sensor. Sony's technology - assuming it works well, of course - goes far beyond this in taking infra-red out of the equation completely. Head-tracking looks set to be integral component of Project Natal to the point where the self-same Johnny Lee is now working under NDA with Microsoft, but the inclusion of the feature in Gran Turismo 5 will be the first time we've seen it deployed properly in a current-generation console game.
Going forward, it also has big implications for the forthcoming PS3 motion controller, which also works in conjunction with the existing PlayStation Eye accessory, suggesting that Sony's plans in this area go beyond using feedback from the "wand" alone...
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Comments (87) Latest comment 2 years ago
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Great idea though and will hopefully become the norm.
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Anyone here used trackIR with R-factor? Dose it make you motion sick? It looks great from the you tube videos.
[edit]
Here is a good video of Track-IR used in pc racing games - http://www .youtube.com/watch?v=SBQhyqhuLxw
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His website
[link url=http://johnnylee.net/
]http://johnnylee.net/
[/link]
Also has some really cool stuff on there.
Anyway, as you were
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hopefully they'll have something like this for forza as i don't own a ps3
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GT5 is already on my must buy list, this feature could turn out to be something special and I hope this type of support for the eye toy continues!!! (ps something like this should be implemented in EYEPET, eg hide and seek).
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I assume it's not 1:1 tracking. Instead turning your head 10 degrees to look 25 degrees in the game for example.
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If this is the case it might not be quite as impressive as the youtube videos, still a natty feature, but not as good as I think some of you are hoping.
I'm more than happy to be proved wrong on this, of course.
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I want this to be standard for all racers. I loved the fact you could look around in the cars in PGR3+4 (first examples which spring to mind) and doing this automatically with head tracking would add *IMMENSELY* to the experience for me.
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In track-IR you can basically configure everything, but by default it's not 1:1 tracking, more probably something like 1:5. Also, the function that creates the mapping between the real movement and virtual one is not linear (but also, configurable) which makes movements near the default position to be much less reactive than the furthest ones.
As a owner of TrackIR for some years, I can say without a doubt that it was one of my best acquisitions of all time, especially for Flight Simulator. For the sceptical ones, I assure you that this becomes second nature to use (at least TrackIR, I'll reserve further judgement for the PSEye solution).
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Yes, thats it. The designers at polyphony built something that obviously doesn't work, but then went mental and decided to ship it.
Either that, or it doesn't work the way you suggest.
Christ. Every single head tracking thread ever seems to have a comment like this.
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But I am very interested to hear what the PS3 owners who slagged off the mere mention of Forza possibly using Natal as a pathetic gimmick have to say about this...
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Head tracking - good.
Holding arms out like a steering wheel but with no feedback - bad.
Thats how i see it. It depends on the extent they use Natal.
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But I am very interested to hear what the PS3 owners who slagged off the mere mention of Forza possibly using Natal as a pathetic gimmick have to say about this... "
not being a 360 owner myself Natal is still cutting edge technolgy and more advanced than the PSEYE. However people won't buy something because of its power but rather how its implemented (this is my personal belief). Having to sit in a position with my hands out and my right foot waggling for 30 minutes just doesn't seem to work for me, how would you pause the game if you needed to go to the loo, a special phrase me be but then this could be problamatic if the you GF kept shouting "pause!!" to get you attention and you shouting "unpause!!" back.
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Go back and read the news post about this yesterday. Nowhere in that article did it say that Turn10 intended to use Natal to control the car, so the Natal implementation is as valid, if not moreso than GT (when you consider the possiblities for using Natal for the customisation).
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Holding arms out like a steering wheel but with no feedback - bad.
Thats how i see it. It depends on the extent they use Natal.
@altitude2k ^^ This...I'm talking generally about the use of Natal... I personally wont like to play non controller games. Of course if MS utilise the webcam to do tracking, face recognition and voice recognition... to me that is more value than natal non controller and weird milo software.
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must say: it does sound quite good - I can imagine it works quite well... if it does, it sounds like bad news to MS's Natal. Applications like this will take away some steam from MS's tech...
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Just a thought. It would be cool if you could reach around the dash for lights, wipers etc.
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Surely eye tracking would necessitate looking away from the screen though? o_O
When driving and looking at mirrors etc you are looking to focus on a totally different 3-dimensional area. The game display stays on the screen and just drags the world around in the 'window'. Head tracking makes more sense.
Whilst I'm just getting my head around the mechanics (..... hmmm) I guess the head tracking is going to be a delicate balance between avoiding being too twitchy and relying on so much head movement that you start to look sideways to maintain eye contact.
If the feature is announced and is an apparently maturing tech then I'm sure it is going to be functional. With plenty of personal calibration I hope!
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Pretend you're back taking your driving test.
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I think it's more likely to track head position, so if you lean your 3D view of the in-car view as well as the scenery to some extent will appear to move in a 3D manner to induce a psuedo-3D environment. That's probably a more suitable implementation of head-tracking.
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:S
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tracking a head direction via facial recognition = more expensive.
im guessing the cpu is going to take a bit of a hit.
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im getting both, gt5 at launch, forza when my 360 comes home from de-RRoDing and cant wait.
@stueyboy, i only played tdu and forza2 with the wheel and cant use the dpad for looking about, but gt4 had that whilst in bumper cam, tho it is just 'look left' or 'look right'. gt5p has it with all views iirc. btw i use the dfgt, and im praying some patches come along to use it on the 360!
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Minor concerns only though, you can't be pessimistic about new technology, it's a bold move.
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If you have to turn all the way around, the system obviously needs to be a little more sensitive. Equally, if every unconcious movement of your head turns the view 90 degrees, the sensitivity needs reducing.
I have NO DOUBT that a well built system can be tuned into a useable state. And a well designed well tuned system will take the user through a super simple setup process that tweaks the final values to suit their own living room. And this is Poliphony we are talking about - if anyone can create a well tuned system it is them.
Add to this the shed load of YouTube clips showing similar systems, well tuned, and working very well indeed.... nobody should be making "but if I turn around I won't be able to see my TV anymore" type comments. Such comments exhibit the dangerous combination of a high level of cynisism plus a startling lack of problem solving imagination.
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Now THAT is a decent concern. Involuntary movements would have to be factored in. I guess the twisting motion of your head when you stretch your neck could be discounted, but that would only be half the deal. The same increased sensitivity that makes head tracking work with a flat screen would also exacerbate the problem of requiring a player to stay still during play. All these sorts of kinks can be solved be competant design and tech though.
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I normall can't either. But is that perhaps because of the restricted view it provides? A solution like the one being discussed could maybe make the cockpit view the option of choice, exactly because it removes the last barrier to immersion and usability?
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The only Natal implementation shown so far is a demo of BP where the guy stands in the centre of the room with his hands in front of him holding an imaginary wheel, moving his foot back and forth to simulate acceleration. It sucked. It looked stupid and uncomfortable. I doubt anyone in their right mind wants to play GT5 (or Forza 3) like that.
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I think you are capable enough to consider that Natal though was not only a new piece of hardware with limited software of each type to demo the possibilities. The driving one was a simple and sloppy implimentation from Criterion to simply show you that it can be ADDED to older games even. On that one even the accel and brake was not working any better than on/off way with the foot movement. So you are telling me that since they showed on the official video 2 girls trying out dressed on XBL is what you will be able to do and only with Natal online..? lol No... The arguement is on the capabilities and by how much you can use a tech of the kind to your advantage. You can throw a grenade on natal accurately while the rest of the things you do with your controller for example. Simply will happen cause it can continiously scan full body while you use your controller. With the eyetoy you cant and wont be able to do so.The Only reason is that cause on a GOOD title that will use ofc a significant ammount of resources from the PS3 wont allow such software to be running at the same time from EyEToy even if they tried to copy Natal to that extend. PS3 will be too busy running the game to also scan your body without freezing on you. All im saying is that they didnt wanna accept the every single and simple thing to every kind of extend that Natal could be used and now everyone loves the idea of simple headtracking. nothing that cant be understandable I hope. Im at no point against of this kind of tech neither I find the feature for the game that GT funs will get from this. Never indicated that in my post at least.
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*get shunted off the road into a barrier*
*looks behind to reverse*
Where's the road gone? Oh, it's now out of sight because the TV hasn't moved.
Being able to see to the sides while playing a vehicle-based game is good, but isn't this still as abstract as using a joystick if your eyes and head have to turn in opposing directions?
Head displacement is far less problematic than rotation though. Like the Johnny Lee demo, you could peer around the edges of your screen as though it were a window frame to see the wing mirrors, and all would move as you would expect it to. I'm not sure if that would be more immersive though, as the frame itself would be a reminder that you're playing a game.
We'll have to wait and see how Polyphony choose to deal with it. Hopefully there'll be several options so we can play about with them.
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Point me to where it says that, please? I think you'll find that Turn10 never stated that would be the case at all, and referred to other additional side-features.
FYI the original news story http://ww w.computerandvideogames.com/art...
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*get shunted off the road into a barrier*
*looks behind to reverse*
Where's the road gone? Oh, it's now out of sight because the TV hasn't moved."
Really? You would literally look behind you when you reverse. Really?
"Head displacement is far less problematic than rotation though"
The decent head tracking solutions out there do both. I wouldn't expect this to be any different.
Head tracking is not new, and yet people keep acting like its some crazy new idea that just won't work. It does work, right now. There are several examples out there. All this article is really about is taking a technology concept that exists and works right now, and applying it to GT5.
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I imagine that it will work in such a way that a minor viewing angle change will occur with a slight twist of the head, giving an accurate and almost natural feel to a minor change in view. Then for major viewing angles changes I would imagine that you just tilt your head without twisting it and the camera will swing in the direction you tilt. That's how I'd imagine it works. It's pure speculation on my part but it should make the doubters in this system at least consider that it could actually end up working well without disrupting gameplay too much.
This all being said... when I'm playing GT5 while relaxing in bed... I probably won't want to be tilting my head about the place. So for me personally I think it will just be a feature that I'll try to see it in action and then never use it again.
Good of Polyphony to put this in though. I'm not going to be complaining at the addition of extra features, even if they likely won't get used by me.
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Head displacement a la the Johnny Lee vids and the PSEye version made by the creepy geek are nice, if gimmicky, effects but I don't see why people seem to think that would work but head rotation wouldn't. You'd have to be fairly mentally handicapped to think Polyphony want you to turn your head so you can't see the screen..
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I don't think that people find it hard to believe that it's possible. I think the problem is more to do with the fact that what you're doing (turning your head but keeping your eyes looking at the screen) is unnatural and moving away from realism - realism being what the feature is meant to promote.
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Both have their advantages.
Its not clear which they are going to be using in GT5 but I prefer the 3D effect personally.
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The funniest part being, as always, seeing the reaction of so many people that yesterday were adamant that Natal was rubbish now regard this as an killer-implementation that will revolutionize the driving genre... so much for objectivity.
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Not officially, though. So far MS exclusively promotes and demoes Natal as a technology which makes any controller obsolete, and relies entirely on your body as an input device. That's a totally different approach to the one followed here, where a motion tracking feature *extends* the controls of a traditional game pad.
Of course, there is no reason why Natal couldn't work as a partial extension of existing control devices. But there wouldn't be any reason to declare it the next coming either (or have MS fanboys shit their pants over it), because such technology has been around for years and wouldn't be marketable as quite as 'revolutionary'.
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It's a lot more natural than twiddling a stick to look left and right. I can't judge based on actual use but I think that in terms of intuitive control I think it'll probably be a lot easier to quickly associate a head turn with turning your head in the game, even if the eyes are still looking at the screen, than people realise. Personally I found using the right stick to do this in Prologue quite fiddly and ended up just not doing it; this seems like it'd become second nature quite quickly.
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Likewise I think you're overstating the driving model demonstrated for Burnout using Natal. The whole purpose of that demo was not to act as a model for 360 driving games using Natal, but to prove that Natal can offer lag free control for games which require quick responses.
As I think many gamers would agree, Natal on it's own is going to be better for party games, for hardcore genres, Natal combined with the 360 controller is the ideal solution. Hence head tracking with Natal is something some gamers have been talking about long before the GT5 announcement, since products like TrackIR5 have offered that facility on the PC for quite some time.
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if i look down to see the gear stick.. then i'm no longer looking at the tv....
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If you move your head up, down, left or right, you simply keep your eyes on the screen as you do so. It's not rocket science guys.
As mentioned already, TrackIR is one such device which has made head tracking possible on the PC for years, hence search for it on youtube.
For example;
http://www .youtube.com/watch?v=9wXx3vMy_AQ
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Moving your head and keeping your eyes on the screen just doesn't look comfortable or natural to me. What I've suggest above would be a far better implementation that would feel real. A portion of Johnny Lee's video where you look around an American Football stadium is a good example of this. Combined with the psuedo-3D effect, this could potentially be very good.
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No they haven't, infact thats a strawman by PS3 fanboys who have been promoting it as the end of the controller for ALL games.
MS have been promoting it to the casual market, as a way of not needing a controller but only for games that are specifically built for Natal(which will mostly be for the casual market). For traditional video games they've said where a controller makes more sense, Natal could be used to supplement/enhance the experience.
Anyway there's no reason why Sony devs can't copy the idea, besides even though it was obvious MS were heading there, it's already being done on the PC, so the head tracking part isn't exactly a new idea. I think Natal will do a better job of it(with the I.R portion of it and no need to worry about the extra processing cost) but support in Forza3 will have to be added via a patch later down the line, since the hardware isn't final yet and not due till next year. If MS have any sense, they will have the patch ready for download on the day Natal ships.
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Rodchenko, I agree. The official Microsoft advertising is that Natal replaces the controller (god knows what they are thinking...) but that was not my point. Many of us have already discussed that for gamers like us Natal could have incredible uses as enhancements of standard control pads... Using facial expressions in Mass Effect, free looking in games. My favorite would be using a Lancer replica in Gears of War (Natal recognizes the gun for aiming and the hand movement for tossing grenades!).
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Yes if they do headtracking in major games that would be great, but at the moment its apparent that major AAA games do not look like they will support Natal as it seems the only place MS want to go with this is a Wii copier... that could change in the future. Sony have at least suggested that they will be using tech to make AAA games more interesting, but dont have a direct vision like MS do. So its going to be interesting to see if any of these ideas actually make it into any/many AAA games, along with the issues people have already mentioned.
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Can you tell me where they've said that?
I think you've simply misinterpreted them, they were simply clarifying they've no intention of "replacing" the controller in their games(i.e. traditional/hardcore style games)... yet there are *still* people running around with the idea that they are spelling the end of the controller.
I'm pretty sure there have been comments suggesting all their teams have been looking for ways where it might make sense to "support it", if it can add something to a game. I think you are just trying to make out that Sony were on this enhancement prospect before MS which is just not true(especially regarding the head tracking), they haven't revealed all their plans for Natal but they have already hinted that Natal could be put to good use for traditional AAA games. The "it could change in the future" comment means nothing at all because you simply dont know what their plans were to begin with, Sony's direction is no less of a "wii-copier", I'd say much more so as its just a more accurate version of it(i.e. a smaller step away from what Wii has done).
Personally I look forward to seeing what ideas Rare have come up with, with Peter Molyneux's new role he might give them even more freedom and ideas to play with.
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As above in my previous post, think of your TV as more of a window into the game world rather than just a static portion of it. That's how it's likely to work.
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ref:..
[link url=http ://www.engadget.com/2009/09/10/video-sonys-vision-library-fo r-playstation-eye-recognizes-face/#continued
]http://ww w.engadget.com/2009/09/10/video...[/link]
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Watch the TrackIR5 video in my last post to see it in action.
Like all new control methods, it takes a little getting used to at first, but almost all who've tried it says it soon becomes second nature.
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Yes, no headgear required because it tracks the features of your head/face to determine the direction you're looking in.
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Yaz. I admire your attempts to educate the 'don't get it's' but sometimes, you just have to put them in front of it and say 'like this'
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You'd only need head rotation tracking if the screen would be moving with you (for example if you were wairing 3D glasses with screens in them).