Does ED have the scale wrong?

Thats the nail there. The 'liquid' effect is just wrong for me. It doesn't look like an boiling ball of superheated plasma, more like a bright shiny and colourful oil-slick. It also moves way to fast over the surface of the star as well, which is another thing that belies its size and makes it seem smaller than it is. Don't get me wrong, it they are still amazing to look at, but I feel could be MORE amazing/believable :D

I've said this a number of times. Scale is all to do with detail. If details are too big and don't have any subtleties that the eye picks up (without noticing on a lot of occasions) then the brain interprets the item the best way it can based on the detail given. Our brains are very good and noticing when things aren't' quite right. I've always thought the stars look like blobs of colorful mercury. Wish FD would add much more detail and sunspots etc. Plus FD, please sort the rotation of the plasma flares that lock to the head rotation of the VR helmet. It sucks !

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The scale of the pilot is fixed in the 2.2 Beta [up]

Fixed in what way ? I've not noticed any difference (Oculus user).

Plenty of reference online too:
sun-01.jpg
 
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I feel the scale is a bit off too; the pilot feels too small. Not by a huge amount.
I think there's enough detail in the pilot body, but he/she is a little small.

The other part of it is the size of the pilots' chair - its huge... your feet are at least a foot off the floor, it's wide and taller than your head, although the proportions of the chair make it seem smaller... so the pilot avatar might look small because of that too.

So a slightly small pilot body in a big chair makes for a fair degree of scale wrongness, for me at least! :)

... FD, please sort the rotation of the plasma flares that lock to the head rotation of the VR helmet. It sucks !

Yeah, they're called 'imposters', textures that remain facing the camera no matter what orientation the camera has. The ones you describe should be fixed perpendicular to the sun surface at their location, the same way the solar prominences and magnetic loop lines are (and the smoke you get in your cockpit when getting too hot)

Imposters save render time but look terrible if they're free to rotate.

I hate the way the 'liquid' heat texture on stars seems to reset every few seconds when you're accelerating away from them.
 
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Didn't Frontier said at some point in the past that they send exactly the same image to Oculus and Vive? If the Vive has a larger FoV and Elite is sending the same data to it, of course the scale will appear wrong - if the same image is glued to two different surfaces, one larger than the other, of course one of them will have the wrong scale.
 
For the CV1 at least, the scale in elite should be fixed as they identified a bug with their runtime and the IPD slider not setting the correct distance between the virtual cameras. I had to completely remove and reinstall runtime 1.8 for the change to work as well as manually delete all oculus files and folders from my system. Previously the pilot body looked like that of a child, now it's about the right size if not a little slimmer than me irl.

Personally speaking, if the scale is off in the Vive I'd assume it's a SteamVR issue and not a Elite Dangerous problem.

Didn't Frontier said at some point in the past that they send exactly the same image to Oculus and Vive? If the Vive has a larger FoV and Elite is sending the same data to it, of course the scale will appear wrong - if the same image is glued to two different surfaces, one larger than the other, of course one of them will have the wrong scale.

Not at all, both SteamVR and the Oculus Runtime should be taking care of FOV, warping and IPD. If the scale is wrong it is most likely down to the runtime or incorrectly set IPD as this should link directly to the distance the two virtual cameras are spaced from each other.
 
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It is? Brilliant! I've got a ridiculously powerful PC and the scaling is my main problem, so that's great news.

It is for me. A couple other users here are saying otherwise, all I know is that when I look down, I no longer look like a little elf.
 
Human perception of scale is closely linked to the relative observed velocities. Stars seem small because of how fast you are moving.
 
Make sure your oculus sensor isn't to close and then run the setup to re-calibrate. I know they show it on a desk but I find it works better from a little further away (mines on a shelf) and scaling looks fine to me then.
 
Make sure your oculus sensor isn't to close and then run the setup to re-calibrate. I know they show it on a desk but I find it works better from a little further away (mines on a shelf) and scaling looks fine to me then.

I'm pretty sure that sensor position makes no difference to scale. It probably improves detection if it is slightly further away.
 
When it comes to horizon visibility distances, large rocky or icy planets without atmosphere are relatively rare I think? There are a few biggies of course but larger bodies are more likely to hold an atmosphere .. except we can't land on 'em, we can only close approach to (generally smaller) airless worlds right now?

Worth a flag up, but not something I've noticed as being very off when in orbital cruise or on a mountain, though I am intrigued about the idea of slowing the plasma down a bit, on stars.

edit: including crew for reference, view from ISS; height of 400km, 1.0 Earth Masses.

tn_126_008613.jpg
 
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