Tracking Settings

Tracking Settings

This guide explains all the tracking settings in LookPilot, including head tracking, eye tracking, and how to fine-tune them for the best experience.

Head Tracking

Head tracking uses your webcam to track the movement and rotation of your head, translating this into camera movement in games.

Head Tracking Axes

You can enable or disable individual axes of head movement:

Rotation Axes

  • Yaw: Left and right head movement (looking left/right)
  • Pitch: Up and down head movement (looking up/down)
  • Roll: Head tilting side to side

Translation Axes

  • X: Left and right head movement (leaning left/right)
  • Y: Up and down head movement (leaning up/down)
  • Z: Forward and backward head movement (leaning forward/back)

Recommendations:

  • Always enable: Yaw and Pitch (essential for natural looking around)
  • Usually enable: Roll (adds immersion for aircraft/vehicles)
  • Optional: X, Y, Z translation (can be useful for cockpit games but may feel unnatural in some games)

Head Tracking Settings

Smoothness (0.0 - 1.0)

Controls how much filtering is applied to reduce jitter in the tracking data.

  • Lower values (0.0 - 0.3): More responsive but potentially jittery
  • Higher values (0.4 - 1.0): Smoother but with more latency
  • Recommended: 0.3 for most users
  • Adjust if: You experience jitter (increase) or too much lag (decrease)

Deadzone (0.0 - 1.0)

Sets a central area where small movements are ignored to prevent drift.

  • Lower values (0.0 - 0.1): More sensitive but may drift when stationary
  • Higher values (0.2 - 0.5): Less sensitive but more stable when still
  • Recommended: 0.1 for most users
  • Adjust if: You experience drift when sitting still (increase) or tracking feels unresponsive (decrease)

Mapping

Advanced response curve configuration for each axis. Click "Mapping" in the head tracking settings to open the mapping editor.

  • Linear mapping: Output matches input directly (default)
  • Custom curves: Create non-linear responses for different feel
  • Asymmetric mapping: Different curves for positive and negative movement
  • Axis inversion: Flip the direction of an axis

Eye Tracking

Eye tracking adds an additional layer of control by tracking where you're looking and blending it with head movement.

Eye Tracking Axes

  • Yaw: Horizontal eye movement (looking left/right with your eyes)
  • Pitch: Vertical eye movement (looking up/down with your eyes)

Note: Eye tracking only supports rotation axes, not translation.

Eye Tracking Settings

Smoothness (0.0 - 1.0)

Same concept as head tracking smoothness but for eye movements.

  • Default: 0.75 (higher than head tracking due to rapid eye movements)
  • Recommended range: 0.6 - 0.9
  • Adjust if: Eye tracking feels too jittery (increase) or laggy (decrease)

Deadzone (0.0 - 1.0)

Central area where small eye movements are ignored.

  • Default: 0.2 (higher than head tracking due to natural eye micro-movements)
  • Recommended range: 0.1 - 0.3
  • Adjust if: Eyes feel too sensitive (increase) or unresponsive (decrease)

Eye Tracking Influence (0.0 - 1.0)

Controls how much eye tracking affects the final camera movement.

  • 0.0: Pure head tracking (eye tracking disabled)
  • 0.5: 50% head tracking, 50% eye tracking
  • 1.0: Pure eye tracking (head tracking disabled for rotation)
  • Recommended: 0.2 - 0.4 for most users
  • Use cases:
    • 0.1 - 0.3: Subtle eye tracking enhancement
    • 0.4 - 0.6: Balanced head and eye tracking
    • 0.7 - 1.0: Eye-dominant tracking (advanced users only)

Advanced Features

TrueView

When enabled, movement directions stay relative to your view orientation even after rotation mapping.

  • Enabled: Natural movement regardless of in-game camera rotation
  • Disabled: Movement is always relative to the original orientation
  • Recommended: Enabled for most users
  • Disable if: You prefer traditional head tracking behavior

Mapping Curves

Click "Mapping" in either head or eye tracking settings to open the advanced curve editor.

Curve Types

  • Linear: Direct 1:1 mapping (default)
  • Exponential: Slow near center, fast at extremes
  • Logarithmic: Fast near center, slow at extremes
  • S-Curve: Slow at center and extremes, fast in middle

Curve Editing

  • Left click: Add or move control points
  • Right click: Remove control points
  • Asymmetric: Enable to create different curves for positive/negative movement
  • Invert: Flip the direction of the axis

Common Curve Setups

  • Precision aiming: Slower response near center for fine control
  • Fast scanning: Faster response for quick camera movement
  • Dead zone: Flat area at center to prevent small movements

Centering

Press the "Center" button or use the keybind (default: Ctrl+Space) to set your current position as the neutral center point.

When to center:

  • After adjusting your seating position
  • When starting a new gaming session
  • If tracking feels offset from where you're looking
  • After changing head tracking settings

Optimal Settings by Use Case

General Gaming

  • Head: Yaw ✓, Pitch ✓, Roll ✓, X/Y/Z ✗
  • Smoothness: 0.3 (head), 0.75 (eye)
  • Deadzone: 0.1 (head), 0.2 (eye)
  • Eye Influence: 0.0 - 0.2

Flight Simulation

  • Head: All axes enabled
  • Smoothness: 0.2 - 0.4 (more responsive for precise control)
  • Deadzone: 0.05 - 0.1 (lower for precision)
  • Eye Influence: 0.1 - 0.3

Racing Games

  • Head: Yaw ✓, Pitch ✓, Roll ✓, X ✓ (lean into turns), Y/Z ✗
  • Smoothness: 0.4 - 0.5 (smoother for racing)
  • Deadzone: 0.1 - 0.15
  • Eye Influence: 0.0 - 0.1

First-Person Shooters

  • Head: Yaw ✓, Pitch ✓, Roll ✗, X/Y/Z ✗
  • Smoothness: 0.2 - 0.3 (responsive for quick aiming)
  • Deadzone: 0.05 - 0.1 (low for precision)
  • Eye Influence: 0.2 - 0.4 (eye tracking useful for target acquisition)

Troubleshooting

Tracking feels unresponsive

  • Decrease smoothness values
  • Decrease deadzone values
  • Check camera positioning and lighting
  • Ensure good contrast between your face and background

Tracking is too jittery

  • Increase smoothness values
  • Improve lighting conditions
  • Stabilize camera mounting
  • Consider using a higher resolution

Tracking drifts over time

  • Increase deadzone values
  • Ensure consistent lighting
  • Check for reflections or background movement
  • Press Center to reset neutral position

Eye tracking not working well

  • Ensure good lighting on your face
  • Position camera at eye level
  • Increase eye tracking smoothness
  • Lower eye tracking influence
  • Consider that eye tracking works best with good quality cameras

Movements feel backwards

  • Use the "Invert" option in mapping settings for affected axes
  • Check that TrueView is configured correctly
  • Verify game-specific settings aren't also inverting controls

For game-specific tracking recommendations, see the individual game setup guides.