Scaling issue on Vive - Solution

Possible fix to your Avatar's and the whole universes scale (The below helps in some circumstances, but I haven't been able to replicate the success on all systems, so please feel free to try it if it helps you, but it might not work. I will continue researching the scale issue and hopefully find some solution if FD doesn't add a size slider :( ) :

You need to run your Steam VR and run the room setup.

I've chosen the Standing position (but the same should apply to room scale) at one of the steps you need to place your HMD on a stable surface and type in the height. If you type in value that is correct your scale should correct. If not - run again and try to place slightly lower values then the actual height and see if this resolve the issue. You can also try to run slightly higher values until you get the correct perceived size of the world - loading Elite Dangerous with different heights has allowed me to finally resolve the 12 year old avatar and now I'm playing in a universe correct to my scale.

I hope the above helps for at least some Vive users.
 
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To fix your Avatar's and the whole universes scale :

You need to run your Steam VR and run the room setup.

I've chosen the Standing position (but the same should apply to room scale) at one of the steps you need to place your HMD on a stable surface and type in the height. If you type in value that is correct your scale should correct. If not - run again and try to place slightly lower values then the actual height and see if this resolve the issue. You can also try to run slightly higher values until you get the correct perceived size of the world - loading Elite Dangerous with different heights has allowed me to finally resolve the 12 year old avatar and now I'm playing in a universe correct to my scale.

I hope the above helps other Vive users.
You, my friend, are a legend. I will try this out when I get home.

What was the height that worked for you? Maybe ED renders the world at the correct scale for a set height? I dunno, just chucking ideas around.

This is great news though, the scale was my biggest issue with the Vive in ED.
 
Has there been a change to the room setup process? I don't remember doing any of this before.
From memory, you only perform this step for a standing only (or seated) play space.

Edit - You can use the Chaperone Switcher utility to easily switch between play spaces.
 
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To fix your Avatar's and the whole universes scale :

You need to run your Steam VR and run the room setup.

I've chosen the Standing position (but the same should apply to room scale) at one of the steps you need to place your HMD on a stable surface and type in the height. If you type in value that is correct your scale should correct. If not - run again and try to place slightly lower values then the actual height and see if this resolve the issue. You can also try to run slightly higher values until you get the correct perceived size of the world - loading Elite Dangerous with different heights has allowed me to finally resolve the 12 year old avatar and now I'm playing in a universe correct to my scale.

I hope the above helps other Vive users.

Excellent find. :)
 
You, my friend, are a legend. I will try this out when I get home.

What was the height that worked for you? Maybe ED renders the world at the correct scale for a set height? I dunno, just chucking ideas around.

This is great news though, the scale was my biggest issue with the Vive in ED.


I've placed the Vive on a table that is 77cm high and the height value that worked for me the best was 80 cm when at 77cm. The main issue is that the height is always calculated relative to the height of the Vive, so it will depend on the height of your table. Vive also tells you that you can place it on the floor and leave it at 0 which was what I've always done, but that results in wrong scale in ED. At least for me.

Has there been a change to the room setup process? I don't remember doing any of this before.

I'm not sure if there was a change, but currently we have 2 options - standing up (just a tiny play area - which is what I've used to run this setup) or Room Scale where we draw the size of the room we play in. I'm not sure if both setups ask you to place Vive on the desk or a floor and type in the height, but when doing the standing up it definitely does.
 
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Now this is very interesting... nice find. Gonna check laters and report back... it's my biggest bugbear with the Vive implementation compared to the Oculus.
 
Good find! While I'll only be able to test this later, it almost sounds as if the game is using the Vive's height above the ground whilst seated and the desk height in order to estimate the real world scale and hence the apparent avatar height, but is using this seated height as if it was standing height.
 
Will try later, but certainly looks promising! I've always used the floor/0cm method.

Good find! While I'll only be able to test this later, it almost sounds as if the game is using the Vive's height above the ground whilst seated and the desk height in order to estimate the real world scale and hence the apparent avatar height, but is using this seated height as if it was standing height.

If this is the case, there might be a formula we could use to calculate an appropriate value.
 
@Kapow

Have you always used standing room setup and not room scale setup? The reason I ask is I never used standing room setup only room scale setup and I have never had a scaling issue. Not saying that is the reason just wondering. From your post it sounds like you may have never run a room scale setup and if that is the case maybe running room scale setup might produce the same result.
 
I tried it and it made no noticeable difference to me. However, the scale looked ok before I tried it.
Like Full_Ninja above, I've never used anything other than the full room-scale setup before either.
Unlike the Standing-only setup, room scale just wants you to put the controllers on the floor to set ground. Height never comes into it.
 
@Kapow

Have you always used standing room setup and not room scale setup? The reason I ask is I never used standing room setup only room scale setup and I have never had a scaling issue. Not saying that is the reason just wondering. From your post it sounds like you may have never run a room scale setup and if that is the case maybe running room scale setup might produce the same result.

Hi Guys,

I have 2 Vives (due to development reasons, not greed ;) ) in our household. Both used to feel wrong scale in ED for both users. Yesterday I've rerun the room settings on one of the Vives and it resolved the issue (meaning that it isn't ED issue as much as Vive/Steam VR driver issue as nothing has changed in ED to justify the change - tested in 2.1). Today I'm going to try to setup the second Vive to see if I can replicate the fix on the first one. Please keep in mind that I went through few heights before I got the desired effect. in the end it was Vive on a desk at 73-75 cm with height typed in 80. Both Vives used to run in Room Scale rather then in Standing area only and I will report if this fixes my second Vive when I get to it later. If I can't replicate the fix on another device I will of course change the title to "might fix for some" and anybody playing around with these settings - please please report your findings on this thread, so we can 100% confirm that it works for all if they find the right height settings for them.
 
Lots of try laters. Anyone else actually confirm this...?

I'm thinking if is not my autosuggestion , that works for me. Just tested and my body from 11 age boy is now 16 years teeneger :)
It look like I have 20 cm longer legs and arms. I'm still very slim , without muscles :) Also my Imp Cutter got more internal space .
I still do not find optimal scale but seems to be munch better.
Right now floor hight ~70cm at steam vr calibration room setup and I will test higher values..
 
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I'm Editing the main post guys - I can't replicate the effects on the other headset. Thus it isn't a "Fix per say" but maybe something that will help some, but might not fix it completely. I really wish there was a scale slider we could use somewhere at some point, of there is a way to script it steamvr settings, but I'll carry on investigating and will update this post if I find a guaranteed fix. This solution might not work for all thus I'll update the above. I'm sorry for those who this hasn't solved the issue for, but I'll carry on investigating in my free time and if anybody finds a solution which is 100% please let us all know. Thank you Commanders.

To Mods - Could you please change the title to something like - Possible fix to Scale for some Vive user? Thank you.
 
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You can adjust the height in the Oculus settings too but as far as I'm aware this does not affect the scaling in games. It's just there to make sure that you are at the correct height when entering a game, ie if you are 6'6" it adjusts to make sure you are not towering over everything and your head is not detached from your body. So whether you are 5'6" or 6'6" it will adjust to make sure you occupy the same space in the game. If you know what I mean. Probably could have worded that better, but hey ho. Anyway I believe this is what it does in Steam VR too and thus any perceived change in the size of your body in ED is probably a placebo effect.
 
The main issue can be IPD- well better said IPD settings for the video output from FD into the compositor.... - I went into Settings.xml for Frontier to see what IPD was setup there - my personal ipd is 65 - the actual IPD showing in the xml was 0.048762 which makes no sense to me. So I've changed it to 0.065000 and still no change. I've tried adjusting IPD in my Vive headset before loading Elite Dangerous - in case there was no adaptive IPD rendering (again only devs can tell us this) - but the scale is still wrong. I've tried to find any file in Steam folders which would store IPD, but without any success.... So at this point I'm not sure how else to affect the scale without input from FD or somebody with more knowledge.
 
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Remember, the virtual IPD is distinct from your physical IPD.

I've had a quick play around, but it's inconclusive so far. I tried exaggerated values to try and get a 'wow' difference in scale, but nothing happened, so I guess there is some value clamping going on here. Will experiment more tomorrow.
 
Remember, the virtual IPD is distinct from your physical IPD.

I've had a quick play around, but it's inconclusive so far. I tried exaggerated values to try and get a 'wow' difference in scale, but nothing happened, so I guess there is some value clamping going on here. Will experiment more tomorrow.

I hundred percent agree, the problem is if it is actually taking the IPD from Physical IPD or using some Arbitrary one or simply a wrong one if the info given from steamvr is not read properly by ED... This could cause a plethora of Issues in scale, but sadly I haven't found the exact test pattern to start debugging things...

I've just played Solus, Destinations and VR lab and all felt correct in scale... So the glitch is somewhere in the info processing on Frontier side, but for life of me I can't see any settings in Frontier folders that would affect the scaling...
 
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