Change your FOV in VR?

Is there a way to change your FOV (field of view) in VR?
Similar like changing the FOV in the 2D game - but it did not work with me.

Any suggestions or ideas?
 
There is a FOV slider under the graphics options somewhere. (at work)

However, I don't think it affects the VR HMD displays - perhaps only the mirror window on your regular monitor?
Changing your FOV in VR might lead to some unpleasant motion-sickness, so the Rift/Vive FOV might be fixed for each HMD.

Give it a go and see.
 
The FOV control in graphics settings is definitely only for 2D displays (which would make sense - changing the FOV in VR would distort things and look odd)
 
The FOV control in graphics settings is definitely only for 2D displays (which would make sense - changing the FOV in VR would distort things and look odd)

But it may also help with the scale issue. Maybe, I don't know... I'd like to try it too. I have a feeling that a little wider FOV would make things look bigger.
 
I've been looking into this ever since I got my Rift (so about 4 days!) and there doesn't seem to be much on it. Last night I simply used the reset HMD trick where you lean forward a bit when you reset and then lean back to get more FOV. It works quite well but you are still limited by the headrest of your seat in game (it clips into view if you go too far back). Originally I was annoyed by not being able to see all of the station services window, this trick helps considerably for that.
 
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But it may also help with the scale issue. Maybe, I don't know... I'd like to try it too. I have a feeling that a little wider FOV would make things look bigger.

No, changing FOV by software would result in a distorted view with warping. That's tolerable on a flat screen but could be uncomfortable in VR.
What you are looking for is a setting for the virtual IPD. If the virtual IPD differs from your physical IPD then you would perceive a wrong scale - that's the theory at least.
Ideally the game should just detect the status of your physical IPD (according to the IPD adjustment on your HMD) but judging by how many people report scale issues it isn't done this way or at least not working properly.
 
No, changing FOV by software would result in a distorted view with warping. That's tolerable on a flat screen but could be uncomfortable in VR.
What you are looking for is a setting for the virtual IPD. If the virtual IPD differs from your physical IPD then you would perceive a wrong scale - that's the theory at least.
Ideally the game should just detect the status of your physical IPD (according to the IPD adjustment on your HMD) but judging by how many people report scale issues it isn't done this way or at least not working properly.

Actually I think I said it backwards, a narrower FOV should make things look bigger. The point is that in my opinion FOV will change the scale, up to some extent at least.
The IPD has absolutely nothing to do with that, and the fact that I can see with only one eye and can still detect scale should be proof enough :)
 
Actually I think I said it backwards, a narrower FOV should make things look bigger. The point is that in my opinion FOV will change the scale, up to some extent at least.
The IPD has absolutely nothing to do with that, and the fact that I can see with only one eye and can still detect scale should be proof enough :)

Actually IPD has a direct effect on scale. If you set the IPD lower then your actual IPD things get bigger and the 3d effect becomes less pronounced. Changing the IPD in game (if they allowed it) changes the seperation between the images which is where we get scale/depth from. Games query the oculus directly to check what the ipd (seperation) setting should be based on what you set it to when you setup your rift.

You can directly see the effect in any old game when using VorpX and changing its 3D Strength/Seperation value. Any old game that VorpX supports with Geometry 3D can be made to look like your looking at dolls in a dollhouse if you set the value high enough.

Most VorpX supported games end up with some aspect of the game looking wrong. Most of the time it's the weapon that your carrying, looks like a toy. If you change the Seperation value so the weapon looks right, then the world looks like a toy instead.
 
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Actually IPD has a direct effect on scale. If you set the IPD lower then your actual IPD things get bigger and the 3d effect becomes less pronounced. Changing the IPD in game (if they allowed it) changes the seperation between the images which is where we get scale/depth from. Games query the oculus directly to check what the ipd (seperation) setting should be based on what you set it to when you setup your rift.

You can directly see the effect in any old game when using VorpX and changing its 3D Strength/Seperation value. Any old game that VorpX supports with Geometry 3D can be made to look like your looking at dolls in a dollhouse if you set the value high enough.

Most VorpX supported games end up with some aspect of the game looking wrong. Most of the time it's the weapon that your carrying, looks like a toy. If you change the Seperation value so the weapon looks right, then the world looks like a toy instead.

I'm sorry but maybe you didn't read my post: I can see with only one eye, and I can still see scale. No more words are needed than that. Just think about it for a while...
Stereo separation will change depth perception, but not scale. And it's not the same as IPD. IPD is fixed to the distance between your eyes, otherwise the image gets blurry.
 
I'm sorry but maybe you didn't read my post: I can see with only one eye, and I can still see scale. No more words are needed than that. Just think about it for a while...
Stereo separation will change depth perception, but not scale. And it's not the same as IPD. IPD is fixed to the distance between your eyes, otherwise the image gets blurry.

For people with two working eyes (and no offense meant by that) IPD has a direct effect on scale. It works in the same way that the convergence setting in NVIDIA 3D worked as it changes the spacing between the two in game cameras which produce the 3D effect. If its not set correctly, as it isn't in Elite Dangerous then the scale seems off. I'm pretty sure the only players that see the game with the correct scale are those with a IPD of 64mm or there about.

More information can be found here:

http://kholdstare.github.io/technical/2013/10/06/sense-of-scale-vr.html

Just look under the Interpupilary Distance heading.

I had to apply a fix to my Oculus runtime in order to get the IPD correctly set in all Rift games, including ED and now the scale is 100% correct.

I'm not disagreeing that the scale is off for you and I honestly believe that FDEV should implement key binds for world scale adjustment. Perhaps you would be so kind as to add a comment to this bug thread regarding the issue as it seems to be getting ignored.

https://forums.frontier.co.uk/showt...-on-Vive-is-still-wrong?p=4165111#post4165111
 
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For people with two working eyes (and no offense meant by that) IPD has a direct effect on scale. It works in the same way that the convergence setting in NVIDIA 3D worked as it changes the spacing between the two in game cameras which produce the 3D effect. If its not set correctly, as it isn't in Elite Dangerous then the scale seems off. I'm pretty sure the only players that see the game with the correct scale are those with a IPD of 64mm or there about.

More information can be found here:

http://kholdstare.github.io/technical/2013/10/06/sense-of-scale-vr.html

Just look under the Interpupilary Distance heading.

I had to apply a fix to my Oculus runtime in order to get the IPD correctly set in all Rift games, including ED and now the scale is 100% correct.

I'm not disagreeing that the scale is off for you and I honestly believe that FDEV should implement key binds for world scale adjustment. Perhaps you would be so kind as to add a comment to this bug thread regarding the issue as it seems to be getting ignored.

https://forums.frontier.co.uk/showt...-on-Vive-is-still-wrong?p=4165111#post4165111

Ok fair enough, let's say that article is right and the virtual IPD has an effect on scale... and lets leave the IDP aside for a moment. What other things affect scale? Imagine you have only one eye, and the scale is off... the virtual pilot looks like a kid to me, and I only see it with one eye... what is generating this sense of scale? What makes things smaller or bigger without taking depth into account? The only think I can think off is FOV.

And about the bug report... they won't do anything for the moment, they know all of the VR issues but they are doing absolutely nothing.
 
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Actually I think I said it backwards, a narrower FOV should make things look bigger. The point is that in my opinion FOV will change the scale, up to some extent at least.
The IPD has absolutely nothing to do with that, and the fact that I can see with only one eye and can still detect scale should be proof enough :)

Wrong. The IPD has everything to do with it.

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Ok fair enough, let's say that article is right and the virtual IPD has an effect on scale... and lets leave the IDP aside for a moment. What other things affect scale? Imagine you have only one eye, and the scale is off... the virtual pilot looks like a kid to me, and I only see it with one eye... what is generating this sense of scale? What makes things smaller or bigger without taking depth into account? The only think I can think off is FOV.

And about the bug report... they won't do anything for the moment, they know all of the VR issues but they are doing absolutely nothing.

The avatar is actually modelled on a small person. Increase the FOV and it will be like looking through a telescope and tracking speed won't match your head movement speed. Your avatar is smaller than you are, just live with it.
 
I'm sorry but maybe you didn't read my post: I can see with only one eye, and I can still see scale. No more words are needed than that. Just think about it for a while...
Stereo separation will change depth perception, but not scale. And it's not the same as IPD. IPD is fixed to the distance between your eyes, otherwise the image gets blurry.

Just today someone from Oculus commented on this very issue on the Oculus forums:

CyberReality:

"This may be related to the IPD adjustment issue we are looking into now. Basically, it appears that on some systems the in-game camera distance is locked at 64mm, regardless of the IPD slider settings. Meaning that the more your physical IPD differs from 64mm the more the world scale (and also stereo rendering) would be off. I'm not sure how widespread the issue is, but I received a few reports so far and was able to reproduce the problem on my own machine. "

I know from first hand experience because I'm a developer and code daily for VR.

As far as seeing scale with one eye, you can't see scale with one eye, period, you see only one scale and it doesn't change. Your view is no different then it would be on a flat screen. Get any piece of software that allows you to change the software's IPD setting in real time, close an eye and wrench it up as high or low as you want, you will not see anything change on the screen. Do the same thing with both eyes open and you can literally watch the world shrink/grow. Depth perception allows us to approximate how far things are from us and that gives us the ability to detect scale. If you remove depth perception, you remove the ability to detect scale.

I'm sure you have seen shows/commercials where the camera plays tricks on you. There currently is a car commercial out that tricks you into thinking your looking at a full size house and cars, only once a kid comes in and picks up the house do you find out it was just a model in the foreground of another house with the camera setup from a low perspective. The reason that works is because there is only 1 point of view, that of a single camera. It robs us of the ability to use our depth perception to judge the scale properly, no different then using one eye in VR.

I can guarantee you that I can put you in a game with the IPD setting of 80mm and then again with 40mm and you will see zero difference if you look at both with one eye. Using both eyes, you'll see a dramatic difference. One will feel like a dollhouse is attached to your face, the other you'll feel like a 4 year old running around in a huge house.
 
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Ok fair enough, let's say that article is right and the virtual IPD has an effect on scale... and lets leave the IDP aside for a moment. What other things affect scale? Imagine you have only one eye, and the scale is off... the virtual pilot looks like a kid to me, and I only see it with one eye... what is generating this sense of scale? What makes things smaller or bigger without taking depth into account? The only think I can think off is FOV.

And about the bug report... they won't do anything for the moment, they know all of the VR issues but they are doing absolutely nothing.

There is no question of the article being incorrect, if you think it is find one that contradicts it. You won't find one.


In your circumstance IPD will no make difference, however FOV is not the answer for the reasons already discussed in this thread. A world scale slider is what's needed.

If you have an issue with the scale add a comment to bug report. You say FDEV do nothing, honestly they will if enough people report the issue, they have fixed a lot over the years due to bug reports, obviously they sometimes have higher priorities. So stop being such a downer, add to the bug report and see where it goes.
 
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Just today someone from Oculus commented on this very issue on the Oculus forums:

CyberReality:

"This may be related to the IPD adjustment issue we are looking into now. Basically, it appears that on some systems the in-game camera distance is locked at 64mm, regardless of the IPD slider settings. Meaning that the more your physical IPD differs from 64mm the more the world scale (and also stereo rendering) would be off. I'm not sure how widespread the issue is, but I received a few reports so far and was able to reproduce the problem on my own machine. "

I know from first hand experience because I'm a developer and code daily for VR.

As far as seeing scale with one eye, you can't see scale with one eye, period, you see only one scale and it doesn't change. Your view is no different then it would be on a flat screen. Get any piece of software that allows you to change the software's IPD setting in real time, close an eye and wrench it up as high or low as you want, you will not see anything change on the screen. Do the same thing with both eyes open and you can literally watch the world shrink/grow. Depth perception allows us to approximate how far things are from us and that gives us the ability to detect scale. If you remove depth perception, you remove the ability to detect scale.

I'm sure you have seen shows/commercials where the camera plays tricks on you. There currently is a car commercial out that tricks you into thinking your looking at a full size house and cars, only once a kid comes in and picks up the house do you find out it was just a model in the foreground of another house with the camera setup from a low perspective. The reason that works is because there is only 1 point of view, that of a single camera. It robs us of the ability to use our depth perception to judge the scale properly, no different then using one eye in VR.

I can guarantee you that I can put you in a game with the IPD setting of 80mm and then again with 40mm and you will see zero difference if you look at both with one eye. Using both eyes, you'll see a dramatic difference. One will feel like a dollhouse is attached to your face, the other you'll feel like a 4 year old running around in a huge house.

Ah finally, glad that after a little persistence they finally admitted to the problem. Hopefully it'll get patched up pretty quickly and I can stop using the hack to get my IPD set right so the scale looks correct.
 
Just today someone from Oculus commented on this very issue on the Oculus forums:
I can guarantee you that I can put you in a game with the IPD setting of 80mm and then again with 40mm and you will see zero difference if you look at both with one eye. Using both eyes, you'll see a dramatic difference. One will feel like a dollhouse is attached to your face, the other you'll feel like a 4 year old running around in a huge house.

I'd like to do that, but sadly I can't because I see with only one eye. I suggest you to try something else instead: Close one eye and look around. move your head, get it a little closer and then farther from the body. You'll notice the virtual pilot is still small. You can perceive scale with only one eye. At least I can, otherwise I wouldn't be complaining that the virtual pilot is small :)

I still believe that a subtle change in FOV can make the scale better.

I won't argue anymore about the virtual IPD. I may have been wrong (not sure about it anyway because I can't test it for myself) so I apology if anyone felt offended by my mistake. I don't think it's a reason good enough for direct aggression though, and of course I'm not referring to you Cmdr. Incrediclint.
By the way, just to help you understand my first reasoning: At first I wasn't thinking about the virtual IPD. I was only thinking on the real IPD, which is fixed in each person. We were actually talking about different things.
 
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I won't argue anymore about the virtual IPD. I may have been wrong (not sure about it anyway because I can't test it for myself) so I apology if anyone felt offended by my mistake. I don't think it's a reason good enough for direct aggression though, and of course I'm not referring to you Cmdr. Incrediclint.

I can't see a single post of that nature in this thread. Only people taking the time to help you.

By the way, just to help you understand my first reasoning: At first I wasn't thinking about the virtual IPD. I was only thinking on the real IPD, which is fixed in each person. We were actually talking about different things.

The virtual IPD should match ones own IPD, the CV1 should be passing a users IPD which it obtains from the lens slider position to VR games so that the virtual IPD matches it. Sadly at this time that feature is broken and every user is getting a virtual IPD of 64mm.

As already explained, a change to your FOV will not help you, it would cause more problems than it would resolve as a games FOV needs to match the FOV of the headset. If it does not match you will get distortion (like looking through a fish bowl) and make yourself ill, it is honestly not the solution to your problem. In your unique position, the only thing which would help would be in game world scale adjustment, something which is not currently available in Elite Dangerous. Did you post a comment to the bug thread regarding scale issues as I suggested? Only a small percentage of users have complained about the scale being wrong so that report needs as many comments as possible for the problem to be acknowledged and hopefully bindable world scale keys introduced to the game.
 
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I'd like to do that, but sadly I can't because I see with only one eye. I suggest you to try something else instead: Close one eye and look around. move your head, get it a little closer and then farther from the body. You'll notice the virtual pilot is still small. You can perceive scale with only one eye. At least I can, otherwise I wouldn't be complaining that the virtual pilot is small :)

I still believe that a subtle change in FOV can make the scale better.

I won't argue anymore about the virtual IPD. I may have been wrong (not sure about it anyway because I can't test it for myself) so I apology if anyone felt offended by my mistake. I don't think it's a reason good enough for direct aggression though, and of course I'm not referring to you Cmdr. Incrediclint.
By the way, just to help you understand my first reasoning: At first I wasn't thinking about the virtual IPD. I was only thinking on the real IPD, which is fixed in each person. We were actually talking about different things.

Which is why the correct in Rift IPD must be set. Anyway, with just the one eye, our brains are telling us how big things are based on experience. Your brain has decided that the avatar is smaller than you, which it probably is. If you zoom the view, which is what you're suggesting, that will screw the tracking. What you really need is a world scale setting within the game.
 
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