Are Ship and other Model scales accurate?

Ever since I started playing ED, I wondered whether the scales/sizes are completely off. Here's why:


1. If you look at the landing pads in big stations it appears that for bigger size landing pads, the buildings around them also get bigger. Which would be fine. But they look like the models have just been scaled up, including the doors, windows etc. getting bigger - instead of actually looking like bigger buildings.


2. Check out some videos on the Imperial Courier (applicable to other ships but here it's most obvious). If you're in the Cockpit, things look very tight like you almost cannot move. You can definitely touch the eft and right sides as well as the fron UI without having to lean out of your chair. The radar for example appears to be at arms length maximum. Then go to debug cam and look in from the outside. Now this space looks giant and wide-open. The chair is enormous / the pilot looks about the size of a 10-year-old compared to what it feels like. The radar is pretty far away from the pilot and all of the front UI is spread out across a space that equals at least a very, very big desk. I would expect the total width of the front UI to be less than 1m from the cockpit view. From outside it appears to be way over 2 m.


3. The windows of the ships are giant and seem to add to the feeling that scales are more of less random in the game. For example, the Sidewinder - if you ignore the pilot - feels about the size of a normal car and extremely tight to sit inside. So does the Eagle. However, if you look at the video below, things turn out to be much bigger. But again the windows and the size of the panel UI don't seem to fit that feeling.


4. The "buildings" at the outside of a big station and their "windows" are really tiny compared to cars, trees, cargo containers etc. on the inside and the player ship. If you look at a Coriolis station, there are tons of big skyscraper-like buildings on the outside. They make these stations feel like tens or hundreds of thousands of people live there. Inside the feeling kind of goes down to maybe a few hundred, if even 100 at all.


5. The stairs at the bottom of a Cobra (e.g.) on the ground are pretty small compared to the size of the seat. (Debug cam)


Here's a nice video about what the model scales really are: https://www.youtube.com/watch?v=W4bEQlVvUvI


The thing is, I'm ready to believe that the scales are accurate. But still I cannot stand the subconscious feeling that they are off, when I look at my screen. I'm not bashing the game or anything, as I believe this is probably more of a perception issue.


Has anybody else felt that? Maybe even found a solution? I wonder what the impression is in VR.
 
Depends.
What kind of FOV do you have set up? That really affects the sense of distance in game, and, frankly, messes with the perspective lines a lot.
 
I am among the fortunate few who play Elite Dangerious using an Oculus DK2.What I can tell you is that you get no sense of scale when playing on a screen, when you don a Rift you get an awe inspiring moment when you realise the scale of everything in relation to yourself.I never forget the first time I played ED with the rift and I spent litrally hours just looking around the space stations and watching the ships doc etc....My advice to you is buy a VR headset as soon as you can... there really isn't any other way to play it IMHO...
 
The insides of the cockpit are to scale, but are probably not at the scale you first think when looking at them. There's pictures of concept models around that make it clearer, inside the sidewinder for example the near edge of the radar is further away than your feet. The HUD windows are a little odd, as they're much closer to you than everything else.
 
I am among the fortunate few who play Elite Dangerious using an Oculus DK2.What I can tell you is that you get no sense of scale when playing on a screen, when you don a Rift you get an awe inspiring moment when you realise the scale of everything in relation to yourself.I never forget the first time I played ED with the rift and I spent litrally hours just looking around the space stations and watching the ships doc etc....My advice to you is buy a VR headset as soon as you can... there really isn't any other way to play it IMHO...

I totally wish I could do that. The problem is, for the Rift it appears, I need to add a whole new PC to the equasion.
 
Yes OP, I get that feeling as well. I have no doubt the scales are accurate (I'm sure FD wanted to get that 100%) it must be to do with playing on a screen. This is why we need more "human-sized" things in the game i.e. humans walking around the hangers, docking bays etc. Like in the video below at 0:24 and 0:28. The first time I saw this I couldn't believe how huge these ships are as I had no idea before.

Now that we can see pilots perhaps those things are not too far away.

https://youtu.be/ISR4ebdGlOk
 
That is a small price to pay for the experience.
Absolutely. I honestly could not go back to playing Elite on a monitor. The difference between playing a game and being in the game is so fundamental to the experience.... The spec is not that high you need an i5 3.5ghz, 8 gb ram, GTX970 or better, and a mother board that has 2x USB3. You can build a pc with that spec for around £800 at this point.
 
Absolutely. I honestly could not go back to playing Elite on a monitor. The difference between playing a game and being in the game is so fundamental to the experience.... The spec is not that high you need an i5 3.5ghz, 8 gb ram, GTX970 or better, and a mother board that has 2x USB3. You can build a pc with that spec for around £800 at this point.

A thousand quid (that PC + the oculus itself) is not a small price, mind. That's a pretty hefty sum. And tbh there is no guarantee that that PC will be good enough to run the consumer version of OCulus, with the higher resolution requirements at 75fps minimum...
 
Yes, for the umpteenth time :p It's been discussed a lot before if you'd care to search ;)

You guys are gonna have to make a full scale model recreation of one of the ships (so we can sit in it), complete with docking pad and surrounding buildings. Its the only way we can be convinced! :D I'll cut you some slack though, I won't mind if the buildings are made from cardboard :p
 
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It is tempting to buy a Rift.
The spec is not that high you need an i5 3.5ghz
Check.
Check.
GTX970 or better
Check.
and a mother board that has 2x USB3.
I do have that too, but because I run a X52 Pro on Windows 7 x64, I had to disable USB3 in the BIOS because the rotten Saitek drivers freeze up the whole PC when USB3 is enabled. It's a known problem, Saitek just don't care. Oh well.
 
I got the RAM and the CPU covered, but not the graphics card and USB3. Also, I play at 2 different locations throughout the week, one of them being a notebook only. I'm fine with the current performance, but there's no headroom left. Still waiting to see how things turn out with the Vive and what the first consumers will say once both devices are released. Only after that it might be time to consider spending some more cash.
 
Yes, for the umpteenth time :p It's been discussed a lot before if you'd care to search ;)

I'd think that the fact people keep asking might be an issue. OK, they're all to scale so, why do people keep asking? Possible bug maybe? In my estimation, ignorant as it is, I'd be looking into why so many think things aren't at the right scale as opposed to just repeating that everything is fine and all of us are loony.

There's a chance something is going on and not just we are all googley eyed idiots.
 
I'd think that the fact people keep asking might be an issue. OK, they're all to scale so, why do people keep asking? Possible bug maybe? In my estimation, ignorant as it is, I'd be looking into why so many think things aren't at the right scale as opposed to just repeating that everything is fine and all of us are loony.

There's a chance something is going on and not just we are all googley eyed idiots.

As I said way up - it's because game engines have a weird way of handling perspective, and it's heavily influenced by both FOV and the player's monitor size/distance. That's why planets look oval in the corners, and that's why distances and especially relative sizes look very off. Perspective lines just ain't as they are irl.
 
I'd think that the fact people keep asking might be an issue. OK, they're all to scale so, why do people keep asking? Possible bug maybe? In my estimation, ignorant as it is, I'd be looking into why so many think things aren't at the right scale as opposed to just repeating that everything is fine and all of us are loony.

There's a chance something is going on and not just we are all googley eyed idiots.

Am pretty sure you are a VR user, you know everything is correct and to scale. It's clear to see why people keep asking about scale in ED, it's because everything is accurate. Pretty much every other space sim I have tried in the past 20+ years puts the player in a tiny ship and makes everything else insanely huge.

I had a problem with scale in the game when playing on a 50" screen and trackIR, as soon as I got in the rift it all made sense. The size of the Eagle alone freaked me out in VR, it looks like a toy on a normal screen
 
and a mother board that has 2x USB3..
No. The CV1 will require x2 USB3... the DK2 has documented issues with USB3... you need to use a powered USB2 only.

OP, you will NOT get an accurate sense of scale , on a tiny flat 2D monitor sitting out in front of you. You want an AWE inspiring experience? Burn $400 on a new DK2 today, and upgrade to a CV1 when they come out early 2016. It's SO different, it can't even really be explained by typing it out. Heck, you can't even experience it by watching a video... you can only experience it from INSIDE a VR HMD.
 
Am pretty sure you are a VR user, you know everything is correct and to scale. It's clear to see why people keep asking about scale in ED, it's because everything is accurate. Pretty much every other space sim I have tried in the past 20+ years puts the player in a tiny ship and makes everything else insanely huge.

I had a problem with scale in the game when playing on a 50" screen and trackIR, as soon as I got in the rift it all made sense. The size of the Eagle alone freaked me out in VR, it looks like a toy on a normal screen

You know I am a VR user.

Doesn't mean that there may not be a bug or another issue going on and that's why people keep asking. I didn't say I thought things aren't to scale, what I said is basically; "If people keep asking, maybe there's an underlying issue as to why and it may need to be looked into."

Perhaps, it's not a "scale" thing at all and a rendering or FOV thing? Who knows but, I wouldn't just off handedly dismiss it either.

- - - Updated - - -

As I said way up - it's because game engines have a weird way of handling perspective, and it's heavily influenced by both FOV and the player's monitor size/distance. That's why planets look oval in the corners, and that's why distances and especially relative sizes look very off. Perspective lines just ain't as they are irl.

I read what you said. That wasn't the point I was trying to make.
 
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It's likely indeed more of a rendering thing. I haven't found older threads discussing the scale, but if the message from FD is that the models are correct, then they are. No reason to question that.

This is not unique to ED either. The ships and stations in EVE suffer from the same. One thing I notice contributung there is texture resolution. If we had say 10 times the number of puxels, plus would be able to zoom in much closer and see more detail, the scale would be more noticeable. Compare it to ED's planet which do indeed feel bigger and bigger the closer and slower you get.

IMO this is an interesting topic to discuss (not to be confused for complaining). The door at the back of the Eagle is a nice example. Prior to seeing some of the graphics people have made, I would have thought this is about 50x50 cm in size. Turns it it is actually a full-size double bladed door. The eye is fooled so easily. I do wonder how this will look once (if) we get to walk through it.That would most likely also require a few more levels of higher res detail textures too. Generally, higher res grittier detail and dirt might help the perceived scale be closer to the actual one. Again, not requesting for that to actually be done. Stuff looks great the way it does during nornal play.

Focal length and POV of the simulated camera surely are influential as well. Narrowing the POV setting would also reduce the slight fisheye effect, but I wouldn't want to take the tradeoff of not seeing the fully cuffockpit UI. It might be a worthyexperiment, though.
 
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