The scale in VR is still out of wack

I persist that if I have to include a world scale setting in my VR application, then there is something fundamentally wrong with my implementation, and I should try to address that root cause, rather than bolt on botchy workarounds. :7

It’s people setting the wrong IPD that upsets the scaling. Scaling in ED is fine for me.
 
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It’s people setting the wrong IPD that upsets the scaling. Scaling in ED is fine for me.

You might be fooling yourself (or small ;) ) because I've planted my hands on throttle and stick, positioned myself, compared myself with goggles flipped up and down, and, yeah, the scaling is definitely off. Sometimes I think we're scaled to be like the ED pilot bobbleheads ;)

pilot-male-front.jpg
 
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Thing is... The size of the pilot, as a body property, is *one* thing. It is a one size-size-fits-all jobbie (at least for now), and I can deal with that (even if it is quite hilarious to see the somewhat pudgy face of my as-undistant-as-I-could-manage facsimilie, pinned like a paperdoll cutout atop a body that may be the wrong side of the "trim-and-zero-g-adapted" to "severely-malnourished" threshold (especially in that full-body shot in the codex). :9) -- Senior citizens with bodybuilder/runway_model physiques in a world of people of perfectly uniform height and weight is a familiar concept in video games after all, probably to the profound relief of thousands of animators. :7

Question is: Does a metre look like a metre, to every viewer?

(I recall this billiards game that, prior to "solving" its issue with a world scale slider, made you feel like you were in a dollhouse, filled with miniature people, and dinky little pool tables for gnomes (even though measuring them IRL, using the controllers and a yardstick, the numbers came out right; they scaled proportionally between real space, and smaller-appearing virtual space -- just the duo of projections were off). :7)

(EDIT: Also: If one see the world changing scale, when changing the IPD of a Vive or Rift, the application is definitely doing something wrong (EDIT2: Rift DK1 was a different matter - it didn't have the same coupling and realtime updating).)
 
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You might be fooling yourself (or small ;) ) because I've planted my hands on throttle and stick, positioned myself, compared myself with goggles flipped up and down, and, yeah, the scaling is definitely off. Sometimes I think we're scaled to be like the ED pilot bobbleheads ;)

I’m a 5’ 9’’ male and my avatar appears only a bit smaller when goggle flipping.
 
It is very hard to judge the scaling VR, because we don't have good points of reference. We don't know the size of the pilot´s model and it will probably not be the right size for most players anyway. Cockpits, ships and structures in ED are very huge, so you will feel small regardless of the pilot's size. If you want a more cramped feeling try and Eagle or Imperial Courier.
 
Question - if the scale was fixed, wouldn't that affect the side panels size? Right now they already pop up when I look at them and are borderline annoying if I'm trying to see something out the side of the cockpit and I'm angled just wrong. If my body shrunk to proper VR proportions, wouldn't those panels be even bigger and more distracting?

(Would be nice if we could rescale those panels)

I've set me panels to come on with a hat on my stick, so I can look out without them popping up.
 
It might not be right, but then again right would only happen if you got yourself laser scanned into the game with 1:1 full body mapping.

ED is honestly less wrong than most VR titles.

Although It is seriously weird looking at those teeny-tiny hands.
His shoulders and chest would probably fit quite comfortably inside my ribcage with room to spare.


It's similar in say, Lone Echo, reaching out with a hand I see the arm model get stretched a lot, almost a full foot longer than what I would expect proportional for the model.
 
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