Tobii Tilt (Pitch) Non-Op & Tracking Behavior Unalterable via Profiles/Sliders

Solved in 1.7.7.0 ?

I revert to SU4 until it’s fixed

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Just checked and it doesn’t appear to be fixed, unfortunately.

Yes. This was stated in the release notes for the recent build. See the final statement:

3 Likes

ISSUE DESCRIPTION

Description of the issue: Tobii Eye Tracker yaw and pitch sensitivity is adjustable as a pair, but not individually. That is not a problem in the latest release version, but in the SU5 Beta version, yaw sensitivity is much greater than pitch sensitivity with the result that setting pitch sensitivity to a comfortable level results in excess yaw sensitivity.

FREQUENCY OF ISSUE

How often does this occur for you?

Every time.

REPRODUCTION STEPS

Please list clear steps you took in order to help our test team reproduce the same issue:

  1. Activate Tobii Eye Tracker

  2. Launch MSFS 2024 SU5 Beta (1.7.7.0)

  3. Launch any flight

Thanks for updating us. I’ll stay away from SU5 until this is fixed.

Even the yaw axis doesn’t work correctly. It has some weird delay or like a slow curve.
It wasn’t like that in SU4. It was snappy.

With the SU5 version 1.7.9.0 released today Tobii 5 works super well and with many settings

3 Likes

Yep, works very well for me, too, with 1.7.9.0. I’m not using OpenTrack or any other 3rd tool for the Tobii.

2 Likes

Seems to be working pretty well. My SU4 calibration settings are no longer valid so I’m in the process of redoing them. There’s also more options.

Nice that the new Tobii.xml config file has the values labeled.

One thing I’d like to see is to have a calibration window open while in cockpit.

For example, with OpenTrack you could keep the calibration window active, then you can actually see the effects of your settings as you adjusted them.

As it stands now, the process is like this:

  1. look around, note what needs adjustment (axis, x/y/z, acceleration, limits, etc)
  2. hit ESC, watch the silly animation
  3. select Settings
  4. select Controls
  5. select Tobii (or Tobii_1 or Tobii_2 or whatever, if you have vJoy installed) Hardware Settings
  6. try to remember what you wanted to adjust and by how much
  7. press ESC to Go Back
  8. press ESC to Save and Back
  9. press ESC to Resume
  10. try to remember what you adjusted and see if it’s better
  11. repeat until you either got the settings to how you like it, or you’re too dizzy to continue

Note to self:
Once I get things the way I want them, take a screenshot of the settings window and make a copy of Tobii.xml

5 Likes

Still a work in progress with SU5 1.7.9.0, but it’s a definite improvement. Still causing occasional CTDs when Tobii is implemented prior to game launch.

Hi,

Back to SU5 knowing tobii move fixed!

A big improvement. Many parameters to set ant test. Great! Thanks

Just a reflexion, coming from TrackIR, about the relative movement:

If I move forward (to look over the panel) then turn my head to the left (to look outside at 10 o’clock), it makes the same effect that if I had done the same movement in the other way (first, look to the left, then move forward).

  • In the second way, I expect for example to look at 9 o’clock and get closer to the windows to see more outside.

  • In the first way, I expect to look over the front panel, looking to the left.

With Tobii and SU5, in both ways, the result is the same (the second one)

Don’t know if it is a clear explanation and if you share my point of view.

May be usefull to create a different topic.

If you use Opentrack with Tobii to control the axes it has an option to enable relative movement.

I like that option a lot, but I also felt like I couldn’t get the smoothest overall response and was always tweaking settings, so I removed Opentrack and just use the Tobii controls now.

While it has been fixed, it’s less responsive than it was in SU4. Even after adjusting it in the settings, it feels far more delayed.

I’ve found that there seems to be a deceleration or “tapering off” effect to movement.

For example, if I turn my head to the left 45° and stop, instead of the camera movement also stopping, it will keep turning and decelerate to a point just past 45°

I haven’t figured out how to tune this out. There’s a camera boost that affects the acceration (and almost immediately make me ill) but nothing that seems to fully get rid of this extra camera motion at the end of the head movement.

Haven’t had a chance to fully test this yet but it seems like this extra motion adds up and eventually the camera view is out of sync with where my head is pointing, requiring a camera reset.

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Anybody feel like sharing your settings on Tobii? Screenshot?

I feel like this will HIGHLY depend on each person’s particular cockpit set up, MSFS settings, monitor dimensions, height, weight, astrological sign, and tolerance.

But here’s mine (still a work in progress as I dial things in)

4 Likes

I agree. Something feel off like they slowed it down or something

yep pb still exist here even after last update…

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I am just hoping it is not slowed down on purpose as a workaround for panning stutters. They wont do such thing right ?

This bug, as described, has been fixed.

However, there is a new bug as a result of the newly implemented Tobii SDK, as described here:

Tobii Headtracking Responsiveness is “Lazy” - Sim Update 5 Beta | MSFS 2024 / Hardware - Microsoft Flight Simulator Forums

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