The scale in VR is still out of wack

The idea is great, but as you noted, can be annoying as they obscure the side-views (assuming your cockpit has them). I've turned off the auto-popup and have a HOTAS mapping to pop them up as and when I need them.

You can set a focus button that when you hold no windows pop up that's what I use
 
In case the avatar could be scaled there would be numerous issues with the hud UX and all cockpit elements. Ppl would need to adjust angles and sizes as well. This is a rather complex thing to do.

Regarding the Video there is also the different lense characteristics of the video cam recording compared the rendered view for a headset. It's not a good indicator. What counts is really just the impression of each individual.
The Vive scaling issue were discussed many times. The only hope I have is OpenXR could fix such scaling differences when properly used, the view ports can be customized there. Let's hope Frontier Development is capable and going to migrate the VR code towards OpenXR soon. There were also early voices that with OpenXR a lot of know how got consolidated leading to better performance in many situations.
 
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I made a short video overlaying the Vive's front camera with the game. As you can see, my real self appears as a giant compared to my in-game self.

FD, when will this be fixed?

I just uploaded it so YouTube might still be processing. Give it a bit.

After seeing the way you're seated in the video, I got a fully reclining chair (my normal one tilts back only slightly) and tried it out. Sure enough, I felt like I was stuffed into a "twelve year old's body," as one forum user put it. Returned to my normal chair, and that feeling went away. Put it fully upright, and I feel slightly bigger than normal. Not really surprising, since I'm slightly smaller than this game's avatars are. ;)

It's amazing how when your eyes and your sense of proprioception disagree can distort your perceptions.
 
I commented about this two or three years ago. The scale factor is definitely out. I feel like a child in my Oculus. My body feels about 150-160cm.
 
In case the avatar could be scaled there would be numerous issues with the hud UX and all cockpit elements. Ppl would need to adjust angles and sizes as well. This is a rather complex thing to do.

Regarding the Video there is also the different lense characteristics of the video cam recording compared the rendered view for a headset. It's not a good indicator. What counts is really just the impression of each individual.
The Vive scaling issue were discussed many times. The only hope I have is OpenXR could fix such scaling differences when properly used, the view ports can be customized there. Let's hope Frontier Development is capable and going to migrate the VR code towards OpenXR soon. There were also early voices that with OpenXR a lot of know how got consolidated leading to better performance in many situations.
The recorded video is from the vive front camera. It's to scale.

In case the avatar could be scaled there would be numerous issues with the hud UX and all cockpit elements. Ppl would need to adjust angles and sizes as well. This is a rather complex thing to do.

Regarding the Video there is also the different lense characteristics of the video cam recording compared the rendered view for a headset. It's not a good indicator. What counts is really just the impression of each individual.
The Vive scaling issue were discussed many times. The only hope I have is OpenXR could fix such scaling differences when properly used, the view ports can be customized there. Let's hope Frontier Development is capable and going to migrate the VR code towards OpenXR soon. There were also early voices that with OpenXR a lot of know how got consolidated leading to better performance in many situations.
The recorded video is from the vive front camera. It's to scale.
 
It's better to scale than the in game avatar. lol

Fair enough. :7

My own scale-in-Vive issues (Not only Elite, but everything; The chaperon and lighthouses were off - too small, compared to real world) got corrected when I one day, on a whim, tried a pair of reading glasses in the HMD, despite not needing any in real life -- at least not at the purported virtual focal length of the device (Don't recall; Somewhere around an armlength or two, or summat). Noticing the improvement, I modded the lens-to-screen distance of my headset (+1.5mm), so that I got that correction, without having to wear any glasses, at the price of some added barrel distortion (albeit less than that of the glasses).
 
Fair enough. :7

My own scale-in-Vive issues (Not only Elite, but everything; The chaperon and lighthouses were off - too small, compared to real world) got corrected when I one day, on a whim, tried a pair of reading glasses in the HMD, despite not needing any in real life -- at least not at the purported virtual focal length of the device (Don't recall; Somewhere around an armlength or two, or summat). Noticing the improvement, I modded the lens-to-screen distance of my headset (+1.5mm), so that I got that correction, without having to wear any glasses, at the price of some added barrel distortion (albeit less than that of the glasses).

Yes exactly. The "camera" (I assume you mean lenses?) is not the issue, it's your own IPD vs. the game's "world scale" (i.e. how far apart in the game space the two cameras/"eyes") are apart from eachother. Any game that gives you a world scale adjustment will be able to solve any and all problems without you having to mod your HMD (with one exception - the lenses themselves have a sweet spot so there is a physical switch on all HMDs as far as I am aware that helps you change the lens separation so you can align the sweet spot with your eyes, and if your eyes are too wide or narrow, then you might need to physically mod that, and I do understand that this also plays a small role in the world scale too).

It's actually a fascinating topic because the implication is that we actually DO see the world differently in real life too. If your eyes are 6cm apart and mine are 7cm, I will actually see things a bit dinkier than you, and when I go into a game that hangs it's in-game cameras 6cm apart, everything will feel unusually completely wrong, but you'd see it as normal, even though we both seeing the same thing. Really cool.
 
Yes exactly. The "camera" (I assume you mean lenses?) is not the issue, it's your own IPD vs. the game's "world scale" (i.e. how far apart in the game space the two cameras/"eyes") are apart from eachother. Any game that gives you a world scale adjustment will be able to solve any and all problems without you having to mod your HMD (with one exception - the lenses themselves have a sweet spot so there is a physical switch on all HMDs as far as I am aware that helps you change the lens separation so you can align the sweet spot with your eyes, and if your eyes are too wide or narrow, then you might need to physically mod that, and I do understand that this also plays a small role in the world scale too).

It's actually a fascinating topic because the implication is that we actually DO see the world differently in real life too. If your eyes are 6cm apart and mine are 7cm, I will actually see things a bit dinkier than you, and when I go into a game that hangs it's in-game cameras 6cm apart, everything will feel unusually completely wrong, but you'd see it as normal, even though we both seeing the same thing. Really cool.

Rep for using the word “dinkier” ;)
 
It's actually a fascinating topic because the implication is that we actually DO see the world differently in real life too. If your eyes are 6cm apart and mine are 7cm, I will actually see things a bit dinkier than you, and when I go into a game that hangs it's in-game cameras 6cm apart, everything will feel unusually completely wrong, but you'd see it as normal, even though we both seeing the same thing. Really cool.

Huh... I never considered that before. I thought eyes being spaced out wider would affect the degree of depth perception, but that's about it. Neat.
 
Yes exactly. The "camera" (I assume you mean lenses?) is not the issue, it's your own IPD vs. the game's "world scale" (i.e. how far apart in the game space the two cameras/"eyes") are apart from eachother. Any game that gives you a world scale adjustment will be able to solve any and all problems without you having to mod your HMD (with one exception - the lenses themselves have a sweet spot so there is a physical switch on all HMDs as far as I am aware that helps you change the lens separation so you can align the sweet spot with your eyes, and if your eyes are too wide or narrow, then you might need to physically mod that, and I do understand that this also plays a small role in the world scale too).

It's actually a fascinating topic because the implication is that we actually DO see the world differently in real life too. If your eyes are 6cm apart and mine are 7cm, I will actually see things a bit dinkier than you, and when I go into a game that hangs it's in-game cameras 6cm apart, everything will feel unusually completely wrong, but you'd see it as normal, even though we both seeing the same thing. Really cool.

Yup! ...although, that dial, that lets you physically adjust the distance between the lens+screen assemblies, so that they match your interpupillary distance, also informs the game about this IPD, so that it can space its cameras correspondingly (this is why the world stays put, when turning the dial, almost making you question whether it has any effect at all).

Given this, there should never really need to be any world scale slider in any game - it should come out right by default - always, due to auto-adjusting to your IPD, as reported either by the dial (assuming the user has actually done their part, for their own comfort), or in some newer high end headsets (the latest StarVR, and Xtal) measured by their built-in eye-tracking cameras.

The obvious exceptions are when one's IPD is narrower (like mine) or wider, than the adjustment range of one's HMD can accomodate, and when the developer has deliberately set the game cameras for a particular character, so that one can e.g, experience the world as a child anew, or through the eyes of a small animal, or a giant. -I recall there was a lot of talk, at some point, about an experience where one could get a simulated taste for the eyesight of various animals, but I don't think anybody ever took the idea and ran with it... :/

In my case, though, I actually didn't mod the lateral distance lens-to-lens, but changed the optical path, by shimming the lenses up 1.5mm, away from the display panels, producing a corresponding increase in diopters. :7
 
I recall there was a lot of talk, at some point, about an experience where one could get a simulated taste for the eyesight of various animals, but I don't think anybody ever took the idea and ran with it... :/

Actually me and a friend are looking strongly into actually doing this ourselves. No promises, but I am very excited and have been dreaming about a lot of possibilities surrounding it for quite a while.

Huh... I never considered that before. I thought eyes being spaced out wider would affect the degree of depth perception, but that's about it. Neat.

It's also proof that stargate is in fact fiction (in case you thought it was all based on a true story), because when they all switch bodies in season 2 ep 18, nobody comments on how weird the proportions of everything are with their new eyes...

Yes I am being a bit facetious, I know the sci in scifi is diminutive.
 
It's also proof that stargate is in fact fiction (in case you thought it was all based on a true story), because when they all switch bodies in season 2 ep 18, nobody comments on how weird the proportions of everything are with their new eyes...

Yes I am being a bit facetious, I know the sci in scifi is diminutive.

Though, you know... that's actually a neat little tidbit that could come up in a story of mine in the future. ;) Gonna have to tuck that away for later reference.
 
Actually me and a friend are looking strongly into actually doing this ourselves. No promises, but I am very excited and have been dreaming about a lot of possibilities surrounding it for quite a while.
...

No promises, huh? -Too late; You've got me all excited now. Good luck with getting the project going! :)
 

Avago Earo

Banned
I'm wondering the same thing. I'm 6'2", or 188 cm for my British peeps, and I look like a shrimp in game. Can everyone list their size compared to how they look in game?

I'm 6'4". In the UK we do actually use feet and inches, known as Imperial measurements (there's a clue in the name), as well as Metric. I too, have found the scale a bit off (very off with the avatar). With the stations, I'm not sure if it's the lessened details due to low settings, that are not able to fool my brain into perceiving the distance. I notice the cars on the circumference track look about half the size that they should, and the windows in the towers about half the size; on close inspection, the tower windows are actually two floors when you peep inside, meaning the absent people would need to be about three feet tall. I'm using a Lenovo Explorer via Windows Mixed Reality For SteamVR.
 
My pilot avatar looks to be about 4' tall to me, I'm 6'. When I look at the avatar's body I feel like I'm in a child's body due to how small it is. I have the same issue in iRacing, where I feel like I'm I giant in a toy car. As with the poster above when I get close to windows they look like they are built on floors about 3' tall. English here, so I talk about measurements in imperial, if you use metric I'm lost.
 
What ED needs is a world scale setting like in Project Cars2. We won't ever got it though because Mr David B is lukewarm about VR at best and to put it mildly.
 
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
 
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