I'll try scaling the game world down by 50 or 25% and see how it feels, or I'll fiddle with the SteamVR character movement scripts to achieve the same result so you move on a 2 or 4:1 basis ('ll write a test scene in Unity to do so later this week).
Sounds interesting, please let me know how it went - especially the 2:1 movement script.
Could feel just about right. If I look at an object in my room it looks much further away in RL compared to VR. "The Blue" is a very good example for this.
Might also be a setup issue on my end. The Avatar in ED always felt a little undersized in the DK2, in the Vive it's the size of a four year old. In the DK2 I could adjust it by changing the software IPD in the runtime, which just changed stereoscopic rendering separation for obvious reasons.
However changing the IPD using the on the Vive doesn't seem to do anything to the scale, probably because it just changes the physical separation of the lenses without changing stereoscopic rendering separation (?).
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On the original question: After a week of owning one, I don't regret having opted for a Vive.
- Setting it up was as easy as putting four nails into my walls and plugging a few things, then following instructions. The whole process took me about 45 minutes and I wont need to do it again until the next gen is out.
- Tracking is perfect, regardless of sitting down or using room-scale.
- Comparing it to 2000 hours in the DK2, image quality is way better but not as good as I expected it to be. However this is a problem exclusive to ED.
- The front camera and chaperone are largely unnecessary. Tried them for four days and found I don't need them. The camera is completely disabled now and I've only left the chaperone on in the dev setting (only show ground boundaries when close to a wall) to investigate the discrepancies mentioned above.
- The cable isn't an issue when using room scale. I usually play barefooted, feel where it is and naturally avoid getting tangled up without being conscious about it.
- I can type, eat, drink and smoke just as I do without wearing it and contribute that to extensive (>5 hours) training in the DK2.
- The Avatars scale in ED is completely off, might be an issue on my end.
Last but not least, there are no proper games for either device. Oculus has the better looking ones, but they're designed for the Xbox controller/third person. Both properties diminish motion sickness due to removing the feeling of presence, which actually is the point of VR.
The Vive doesn't fare any better. Tons of experiences/demos looking like Lego or Teletubbies, Arkanoid clones and brainless rail shooters.