The settings for eye tracking and head tracking in Elite Dangerous can be a bit tricky to understand and sometimes it can require some tweaking to get the settings to feel just right for you. We have ourselves tried different settings and when you start playing with eye tracking the client automatically starts using our default settings. However, we wanted to get a real Elite Dangerous experts input on the settings – therefore we reached out to ObsidianAnt during the making of his Eye Tracking + Head Tracking tutorial video and asked him to share his settings with the community.
When we chatted a bit about the settings and the 4C an important question came up. What does the actual input sliders mean and how do they impact the feel of the game? The first slider called Responsiveness is pretty straight forward. Responsiveness controls the input filtering and controls how sluggish or fast the tracking will feel. The sliders related to the graph are however not what actually changes the feeling of the eye tracking or head tracking in the game. Instead the sliders are used to manipulate the curve in the graph and the curve is what matters when changing your settings. We do realize that this isn’t very intuitive – especially not if you skipped attending math during High School.
Down below we try to explain with ObsidianAnts settings how the curve works and what it does for your eye and head tracking in game.
If we look at the curve from ObsidianAnts Eye Tracking settings, we can see that this one has quite a high number in the Inflection Point slider. That means that the curve doesn’t start turning upwards immediately. For playing, this results in the eye tracking needing a higher distance from the center before the camera starts to rotate. This then means that the eye tracking feels less skittish and requires you to move your eyes more before it actually gets the input and the camera starts moving. The exponent, similar to the speed changes how fast the camera moves when the input is received. For these settings this means that ObsidianAnt needs to move his eyes a bit more before the eye tracking actually impacts the camera movement, but once moved enough for the tracking to get the input the movement will happen rather quickly.
If we also take a look at ObsidianAnts Head Tracking settings and its curve, we can see that this one is more linear. The curve starts turning much sooner which means the head tracking needs less input for the camera to move. That gives the feeling of the head tracking being more sensitive and allowing you to get a bigger impact with less movement. The exponent of this curve is rather small, making the camera move at the same speed for the same amount of head movement. We have heard from some users in the Reddit community that sometimes increasing the Head Tracking setting Responsivess to a very high number can cause some issues, if you experience this – try lowering it to about 20% and see if that helps.
We hope this gave you some more insight to the eye and head tracking settings in Elite Dangerous. We are working on trying to improve these settings, if you have any feedback for us – make sure to join our discord channel and talk to us!