Goodmorning everyone,
I’m here to tell you my experience on what I believe is one of the current innovations that have given the turning point to VR in MSFS, that is the Override World Scale introduced by the latest SteamVR updates.
At the moment I believe that the most widespread use of VR is what the simulator offers us in conjunction with Oculus software and OpenXR. However Steam has always given the possibility to use its software as Home of VR, but there have always been problems, both the usual ones common to all and owners of instability. In recent months, SteamVR had solved the instability problems by making everything usable even in conjunction with software such as Oculus Try Tool.
The turning point for me was the OWS!
Let’s talk about proportions for a moment.
Anyone of you who have used VR I think has noticed that the general aspect ratio of 3d in VR is much smaller than what the real counterpart could be. And there is a test to prove this, probably common to all, what I call the seat test!
If in vr, once everything is configured and the position in the cockpit fixed, we lower our head towards the seat, I think we have all noticed that the seat is much smaller than it actually would be if we were really inside that plane.
This obviously, in proportion, is reproduced throughout the rest of the passenger compartment. I believe that all the problems of reading certain tools and various quarrels with resolutions depend on them!
As a geek, including Oculus Try Tool, Oculus Debut Tool, various Oculus and msfs settings, I have never found a parameter that would come in handy like now with OWS.
What does SteamVR’s Override World Scale do?
This parameter is entered by activating the Developer mode from the SteamVR settings.
With a percentage slide, it does nothing but vary the global scale of what is projected inside the viewer.
By doing some tests I think I have found the dimension closest to the real one between 140% and 145% of the NORMAL scale of the Custom Size.
Now if I lower my head to look at the seat, it’s more like the size of my rear ![]()
This important change involves a general enlargement of the entire vision, both internal and external, making everything almost perfectly legible, including a small Garmin530.
At this point it is possible to work up to the real resolution of the viewer, finding the ideal compromise between fluidity and definition, using the steamvr parameters directly. I currently use these, but I still need to check.
Did any of you know and used this parameter?
If so, what are your feelings and settings?
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