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Introduction

When people think of gaming peripherals for computers, the usual devices such as a joystick and steering wheel are the first to come to mind. Whereas the greater part of games don’t necessarily call for these kinds of accessories to be playable, the most focused and serious of simulations make it an absolutely must have requirement. The Flight Simulator or Lock On series are two examples of games that aren’t enjoyable (or even controllable) without an appropriate joystick. The same can also be said about games like rFactor or Richard Burns Rally, both of which necessitate a steering wheel for any pleasure to be had.

If you’re already playing these hardcore simulation games, you might know that a whole other world of complex and innovative computer peripherals exists. Fully hydraulic racing seats are readily available for gamers with deep pockets, as are intricate joysticks with integrated LCD screens. Personally, I consider these different accessories as optional extras because they mostly help players with the immersion factor, little else. Apparently, the same can’t be said about a new and pioneering product called TrackIR, which according to its creators NaturalPoint, literally puts your head in the game for unparalleled immersion and playability. With such bold claims, I eagerly awaited a chance to get my hands onto a sample (which I consequently did).

The Product
Before we dive into the unwrapping of the TrackIR, I’ll quickly explain the general concept of the product. In essence, it allows players to move their head in any direction they want, and via sophisticated software plus hardware, have those same movements recreated in-game (if the title is supported). In NaturalPoint’s own words, the latest TrackIR 4: Pro offers:

• Precise and smooth view control
• Ultra-fast sample rate of 120 frames per second
• Works alongside mouse, keyboard, and joystick controls
• Proven technology with dedicated customer community
• Easy to implement, SDK and sample code provided

Anyways, now that you understand the basic functionalities of the product, time to see what you get if you actually want to go ahead and purchase it.

The first item to catch my attention as I opened the sturdy packaging was a white hat (called a TrackHat), but more on that a bit later. More importantly, I noticed that the TrackIR itself was packed in a small plastic casing, which had a hinge that easily popped open to reveal the material inside, meaning it can be reused if one deems it necessary. With everything unpacked, I was surprised to see some very peculiar items, such as a small metallic tripod (called a Vector Clip), along with a plastic tripod (called a TrackClip Pro) and of course, the TrackIR itself.

The Setup

To be perfectly honest, I was expecting the installation of the TrackIR to be a nightmare, but fortunately, nothing could be further from the truth, seeing as it barely took me a minute to have everything up and running. With the TrackIR plugged in by means of USB and setup on top of my LCD monitor, all I had to do was pop in the included CD to install the software along with drivers. But the good news doesn’t stop there since NaturalPoint also added a very comprehensive manual that will help even the most novice users, not that it’s needed though, given that the TrackIR software is extremely easy to understand (even if at first glance, it can look ungainly).

But how does the TrackIR actually detect the movements of your head? Well, the basic method included with the TrackIR 4: Pro is with the strange metallic tripod I mentioned above. This Vector Clip actually consists of three reflective strips that are tracked via infrared lights on the TrackIR, measuring all Six Degrees of Movement (6DOF):

• Yaw – Turn left and right, to see around your world
• Pitch – See what’s above you or look down at your in-game body
• Roll – Tilt for increased immersion
• Translate X – Lean sideways to see around corners and struts
• Translate Y – Shrug and duck for a better view
• Translate Z – Zoom in and out for more detail

All one must do is clip the Vector Clip to their existing headset or like me, clip it to the TrackHat, which costs an extra 9.95$. While it may not be the most elegant of methods, it’s far from being cumbersome and has the added benefit of being totally wireless. However, the worst problem with the TrackHat and Vector Clip ensemble is that you always have to remember to wear it (which is tougher than it actually sounds), and as a result, ruin your hairstyle every time.

Luckily, there is an alternative for gamers with the help of the TrackClip Pro that I mentioned earlier in the review. For anyone who owns an over-the-ear headset, you simply clip the TrackClip Pro onto it and connect it and TrackIR (with the help of a USB pass through) to the computer and you’re ready to go. In addition, the TrackClip Pro doesn’t work with reflective strips but uses active LEDs instead. But like the Vector Clip, this system isn’t perfect either. The biggest complaints I have are that you find yourself wired (though since your headset is wired too, this isn’t much more of a hassle than before) but most of all, you have to pay an additional fee of 39.95$, which is quite a lot, no matter how you look at it.

You might be thinking that the TrackClip Pro is more precise than the basic Vector Clip, thanks to those nifty LED lights but that would be incorrect. From my own extensive testing, I couldn’t find any tangible difference in between both methods of head tracking. Nevertheless, I can definitely see the advantage the TrackClip Pro has over the Vector Clip, but I find it hard to square the price difference. In the end, it all comes down to personal tastes.

The Tracking

Once you’ve tweaked the sensitivity (among other parameters) and updated the supported games list through the TrackIR software, you are officially ready to begin playing. After scanning the “Enhanced Games” list on the official TrackIR website, I selected GTR 2, Richard Burns Rally, IL-2 Sturmovik: Ace Expansion Pack and the new multiplayer demo of Armed Assault for my testing purposes.

Starting with the World War II combat flight sim, I was pleased to see that the instant I started it up, the TrackIR immediately recognized the game without any aid from my part. Within moments, I was airborne and slowly, I began to move my head to see whether anything would actually happen in-game. To my great satisfaction, the TrackIR worked flawlessly and my virtual pilot head pitched and yawed smoothly (the only two functions supported by the game) wherever I wanted him to. It definitely changed the way I played IL-2 Sturmovik. A constant problem with most combat flight sims is that you can’t always keep your eyes on an enemy plane, especially when in the middle of an aerial battle. However, with the TrackIR, even if your plane can’t pull up from a dive fast enough, you can still keep your eyes on any enemy. While it may not seem like much, this subtle difference is exceedingly vital, in particular if you play on the internet where such an advantage can be the difference between life and death.

Next, I tried Richard Burns Rally, a hardcore rally sim that is considered by many to be the most realistic game in the genre. Again, the TrackIR functioned flawlessly and just like in IL-2, my virtual driver easily pitched and yawed (again, the only two degrees of movement available) his head effortlessly. Being the curious gamer that I am, I started up a rally and tried to see whether or not the ability to move my head would be of any benefit. Despite the fact that my immersion was greatly increased, in all honesty, my driving experience didn’t change that much from the regular, non-TrackIR method of racing. Although my viewing angle from within the cockpit was slightly different from the usual, Richard Burns Rally didn’t profit as much as IL-2 Sturmovik did. I won’t go as far as saying that it was useless, given that I could follow the road more easily with my eyes, but I can’t say that it was indispensable either.

To see whether another driving simulation might reap dividends with the TrackIR, I tried out GTR 2, which unlike Richard Burns Rally and IL-2 Sturmovik offers more than the basic pitch and yaw controls, instead, giving all six degrees of freedom. And unlike the rally sim, GTR 2 benefited greatly from the possibility of moving my head around. I could easily follow the apex around corners by simply looking at it, as well as glance at side or rearview mirrors to see if anyone was trying to overtake me. Although this may seem trivial, in a game where you can’t even let go of the steering wheel for a split second, the possibility of simply turning your head instead of pressing a button on the keyboard is priceless. It just facilitates the whole driving experience, while also contributing to the immersion factor, bringing the best of both worlds.

Finally, I decided to try out Armed Assault, the spiritual successor of Operation Flashpoint and see how NaturalPoint’s TrackIR would fare in the FPS genre. Truthfully, during the FPS parts where you were a simple soldier carrying a gun, the TrackIR was far from helpful, almost destroying the gaming experience. Shooting is a precise action that requires a steady hand but with the TrackIR, it was almost impossible to keep a fixed gaze and thus, it was far from optimal. My crosshair was flying all over the place and I ended up disabling the tracking of my head during those parts of the game (by using hotkeys designated by the TrackIR software). However, whenever I would climb into a jeep or helicopter and leave the FPS part behind, the TrackIR would be enabled once again, aiding me in my combat.

As for unsupported games, if you want, you can still try and use the TrackIR with the mouse emulation software offered. Personally, I couldn’t find any real use for it, although trying to browse Windows or play an RTS with the TrackIR is definitely fun (for a brief moment).

Conclusion

Overall, I find that the TrackIR 4: Pro is a great accessory that not only raises your immersion factor to new heights, but also helps with the playability of many titles. Additionally, with the list of “Enhanced Games” growing with each passing month, I can truly see this product creating its own little niche in the gaming world, in particular when it comes to simulation titles, where it has the most benefits. In my opinion, the TrackIR is an exceptional product that has breathed new life into many of my games, creating a more believable entertainment experience. If there has to be any inconveniences at all, I’d have to say that the steep price tag of $179.95 can be quite a turn off. In spite of the fact that it does seem extremely expensive for what it is, anyone who considers themselves a serious gamer will definitely be purchasing it, without a moment’s hesitation. I consider it Highly Recommended, especially if games like GTR and Flight Simulator take up most of your free time.


What do these awards mean?

As for the additional TrackClip Pro, I find it tougher to justify purchasing it. The added price tag of 39.95$ is just too much for what it offers, and given that none of the changes are anything but esthetical, I can only see somebody purchasing it because they absolutely hate hats.

 

 

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