HTC Vive/Rift scaling issue fix!

Some VR CMDRs have been reporting that their bodies in the cockpit look as if of a kid, unproportional. This also applies to perception of cockpit size.

After testing I found out that it is related to the view perspective of your "virtual head" - the higher your viewpoint is, the smaller the body will feel. It doesn't scale since it is a part of the cockpit.
Changes in the viewpoint height even in small centimeters affect the pilot body size perception - so how you wear your HMD, head size, neck length etc impacts the distance/perception and cannot be unified for all players.

How to fix it?
By resetting your HMD position with your head elevated; rise a bit in your chair, press the HMD reset button, sit back down.
That way the "virtual head" will snap to the pilots neck in the risen position, but once you "slump" down in the chair your viewpoint will also lower making the perspective view of the body closer = bigger.
Doing the opposite (slump down, reset HMD position, straighten up) will make the pilot body look smaller.

Few tries should be enough to find the sweet spot fitting your personal perception while avoiding texture clipping as well.

I think everybody is doing this from the first VR experience long time ago. I was from the DK2.
Also in the Galaxy map with the DK2 to have more visibility of the Menu, you lean right, RESET RIFT, then seat straight, the menu becomes clear to read.
 
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There used to be an IPD setting in the... hang on... There is apparently *still* an IPDAmount setting in "(User path)/AppData/Local/Frontier Developments/Elite Dangerous/Options/Graphics/Settings.xml".

This used to be active back before Elite properly queried the VR device driver stack for the user's InterPupillary Distance; Wrong scales in ED were rife when playing with Oculus DK1 and DK2, back then, pre 1.0 driver.

I'm off to work and do not have time at the moment, nor have access to my Vive right now, nor do I know whether the entry on my hard drive is only a remnant from older versions, but I guess one *could* try messing with the value (it's in metres -- maybe even see what happens if one remove the entry altogether), and see whether that does anything for a Vive owner.



It doesn't seem to do anything. At least for values of 0.001500 or 0.002000 (default is 0.001000)

Worth a try though.
 
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It doesn't seem to do anything. At least for values of 0.001500 or 0.002000 (default is 0.001000)

Worth a try though.

Yeah I've played with it a week ago and it has no impact. The value seems to be obsolete :(

I did speak with support regarding this issue last week and in the end I've ended up with this info for my last communication - I've closed the ticket since and I'm awaiting if the fix makes it soon ;) :

"Thank you for confirming the behaviour you're seeing with us! I must apologise for the delay in our response times at the moment though, we're working to get these back to normal as soon as we can.

At this stage I'm not aware of specific tweaks you could make in files, however it has been noted that the Vive's IPD comes directly from the hardware itself so it may potentially be worth looking into changing the IPD configuration of the lenses in your headset to see if this has any effect on the game.

However, I'm not certain this will help but as it does seems easy to reproduce we'll continue to look into it and do our best to resolve it fully for you and anyone else who may be affected. As a bonus, we may be able to look into opening up this option for manual tweaking in the game soon too :)

Let us know if you have any luck changing the physical IPD in the headset, or if you're happy to look forward to the improvements coming please feel free to close the ticket for now. We'll do what we can :) "


So Fingers Crossed
 
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I did speak with support regarding this issue last week and in the end I've ended up with this info for my last communication - I've closed the ticket since and I'm awaiting if the fix makes it soon ;) :

"Thank you for confirming the behaviour you're seeing with us! I must apologise for the delay in our response times at the moment though, we're working to get these back to normal as soon as we can.

At this stage I'm not aware of specific tweaks you could make in files, however it has been noted that the Vive's IPD comes directly from the hardware itself so it may potentially be worth looking into changing the IPD configuration of the lenses in your headset to see if this has any effect on the game.

However, I'm not certain this will help but as it does seems easy to reproduce we'll continue to look into it and do our best to resolve it fully for you and anyone else who may be affected. As a bonus, we may be able to look into opening up this option for manual tweaking in the game soon too :)

That is very good news. With the improvements in 2.2, the Vive seems to be now only slightly behind the Rift in terms of performance and image clarity, with there being only a few     ling aliasing issues still occurring, so the only real issue with the Vive is this scaling issue (and with the colour problems in the Rift, this means I am forced to choose between having a proper-sized avatar and game world, but poor colour, or good colour, but being stuck in the body of a 12-year-old boy, with a game world sized to match).
 
How I feel my avatar looks like when trying to make these adjustments:

VoSQ24b.jpg
 
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