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TrackIR Sensitivity Bug in Tanoa Update
Closed, ResolvedPublic


When playing as an infantryman TrackIR sensitivity decreases when you zoom in. The limits for head movement are reduced to about 45 degrees either way rather than 90+, and the sensitivity of the head tracking is reduced. This does not happen in vehicles, nor when you deploy your weapon (e.g. bipod).


Operating System
Windows 10 x64
Operating System Version
1511 Build 10586.318
Steps To Reproduce
  1. Play as any infantry character.
  2. Be sure TrackIR is enabled and connected.
  3. Zoom in and turn head to one side or turn to head tracking limit and zoom in.
  4. Head will either hit tracking limit early or snap back to ~45 degrees respectively.
Additional Information

Dev Build version 1.61.136632

Event Timeline

Sirloin created this task.Jun 8 2016, 8:53 PM

I hope this is not a deliberate change but only a bug and will be fixed as soon as possible. Head tracking is not something that should be tempered with.

woofer added a subscriber: woofer.Jun 10 2016, 8:52 PM
SnakeSnake added a subscriber: SnakeSnake.EditedJun 11 2016, 10:14 PM

I also noticed this. It's really annoying and makes using the TrackIR a pain. And with your weapon up and targeting with your scope you can't look left or right properly anymore.

In addition: turning your head on a quad makes your head moving upwards too. So looking over your shoulder will make you look about 30° up.
Zoom-in feels a lot less amplified (could be fixed by turning up the amplification in the trackIR setting)

GoldenNugget added a subscriber: GoldenNugget.EditedJun 26 2016, 7:29 AM

I actually liked this feature when zoomed in with head tracking. It was way too jerky while in a 3D scope and felt more natural to have a reduced sensitivity and range of head motion since you are in a zoomed view. If I want to look around I'll just go out of irons view.

How do you replicate this "bug" in the latest dev build since it works well for me as infantry? Could we have this as an option?

ph0enX added a subscriber: ph0enX.Jul 12 2016, 8:41 PM

Yeah. I also liked that feature for zoomed scopes. I really got annoyed as I found out that in the release version of Apex, it was gone.

razazel changed the task status from New to Feedback.Jul 13 2016, 4:09 PM
razazel claimed this task.
razazel added a subscriber: razazel.

Hello guys,

thank you all for the feedback.

Would you mind posting a comment on the current state of this issue? Are you still experiencing this issue?
Please provide feedback only for the initial issue, other suggestions and request will be sorted out afterwards (or in case you do not want to wait, create a new ticket. Also make sure to try it out on the latest stable).


ph0enX added a comment.EditedJul 13 2016, 4:46 PM

So the current stat is, like it was before APEX Update.

It is now like headtracking was before. You can zoom in and rotate your head. Also in Zoomed 3D scopes now you are not limited in head turning like it was before Apex.

What Goldennugget and I liked in the dev-preview is, that the sensitivity was reduced when aiming through a zoomed 3D scope, and that your head-turning was limited to about 20° per direction while looking through it.

Also when zooming in normal view, and you rotated more than about 20° the zoom got slowly less until no zoom.

So this means, that the reported bug may be fixed, but the feature was pretty cool. As sensitivity decreased while looking through zoomed scopes. made aiming easier, as the view wasn't that twitchy while aiming.

@razazel: May it be possible to find a tradeoff between old and dev build? So that the function for 3D scopes will be implemented, but the rest will remain as before, as some people seem not to like the whole new function?

It's fixed/reverted. Ticket can be closed.

Dwarden closed this task as Resolved.Jan 19 2020, 9:41 AM
Dwarden changed Resolution from Open to Fixed.