VR World Scale

I totally agree with you, the Airbus appears massive in the cockpit, there’s no way I would reach the throttles, if I adjust position so I can reach the throttles I can’t reach the side stick. All the other cockpits feel not bad to me.

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From few planes I tested so far Cessna 152 and 172 seem smaller. Like 80-90% scale of real life.
It’s easy to see beyond the simple feel you have inside by just stepping out (with Quest 2 wirelessly is really easy) and… they almost fit my living room and no… I don’t live in a palace :slight_smile: My living room is 5m wide.
Not only that but stepping out of these two planes lets you be a lot taller than the top of the canopy which is not the case in Real Life.

I think the scale of the planes is controlled independently because Da62 doesn’t fell that small.

Normally the world scale is controlled by the distance between the two “eyes” that view the scene. In DCS World is called (in a confusing way I agree) IPD. It is IPD but not of the projected images to fit the user eyes but the IPD between the cameras that capture the scene.

You’re probably floating a bit in the air when you do that though. How is your scale/height compared to the people of the ground crew? Also the pilots in the aircraft don’t seem to be any smaller than the ground crew, so I would expect most things to be quite well to scale.

A C152 is about 10m wide and 7m long, does that seem reasonable in comparison to your room or too small?

There are planes where when you get off you are floating because the game doesn’t know you stepped down actually… like C208b which is taller (you climb into it). But in Cessna 152/172 you pretty much sit in it with the eyes at the outside standing up level… however in game… you need to sit down on the room floor to actually go beneath the wing.

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I just think the cockpit 3d models aren’t scaled correctly. It didn’t matter when viewed on a flat screen. Some are too small (C152), some are ok, others are way too large (A320).

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I will test with the humans and other planes and vehicles close to me.

I have been using VR for several years, and my IPD is set to the value given to me by my Optometrist when he measured me for glasses. I can assert that as far as I am concerned, the world scale issue is real when using an original HTC Vive, and changing IPD does not fix it.

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In VR try the 152 cockpit view. Look at the yoke in front of you, look at the seat under you and you realize they are sized for children. That can’t be right. Then take place in the Beechcraft Baron and admire the yoke there: It feels right.
I think the IPD discussion is not very helpful here. What is needed is an adjustment tool for scale. Everyone has their own preferences.

It is very important…like !!! MAXIMUM ATENTION !!! not to confuse the in headset IPD with the in game IPD.

This thing should not be read diagonally. It’s like the difference between assets and liabilities… what is an asset for the bank… it’s a liability for the client. :smiley:

The IPD in headset is a setting that makes the two rendered images for the two eyes be at a certain distance.

The IPD in game is the setting that establishes the distance between the TWO VIRTUAL CAMERAS that take those two images in the definition above!

Let me give you an example:

Suppose you play a VR game where you are a Gulliver in the midgets land.
Now!
The IPD in game… which is a hidden setting usually is working on the other part and mimics the IPD of the Gulliver which is as we can imagine GIGANTIC compared with the one of a midget human from the story.
Once the IPD of Gulliver in the game is set correctly… you… the human wearing the headset inside VR with the correct IPD from Optometrist set in the Quest2 or Index or whatever set you may have will see the world at a different scale (not only because of the new height of Gulliver but also because the distance between the eyes of that personage in that world will make the said world smaller. Because you will heave a huge head now. Say Gulliver has a head of one meter in diameter… you can imagine the eyes are not just 6-7cm apart like for a normal human.

Basically, you can understand that to portray correctly Gulliver’s view you need not only to set the height of his head correctly but also the distance between his eyes so you have the “whole picture” sic of his grandeur :smiley: .

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Why are poeple blaming the headset and IPD. Fixing these provides a uniform solution to a problem which is anything but uniform - you can clearly see a different scale being used for different aircraft more often than not it’s too small.

A scale slider isn’t a solution it’s a band aid and may not even be required unless scale is interpretated differently in different headsets. This problem needs to be thrown back to Asobo to make the scale consistent across ALL aircraft.

This is a good explanation, I like the Gulliver analogy!

There is more to it:

@sneaky74 regardless of whether there are inconsistencies in the actual scale of the modeled aircraft, there are definitely inconsistencies between the OpenXR API reported IPD which FS2020 uses for matching a software ICD (actually they shouldn’t do much because OpenXR is giving back the projection matrices directly), and this depends on the headset.

It could be WMR OpenXR error/shortcoming, WMR headset only differences from SteamVR headsets, or even differences in WMR OpenXR and SteamVR OpenXR implementation of the standard.

One thing for sure: there is a bug in WMR for SteamVR today regarding IPD. In effect, it is rounding the IPD to the 1st decimal and we hope this will be solved anytime soon. You might think a precision of 1mm should be enough but in practice it can make the perceived scale quite off enough.

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Ah I see @CptLucky8 thanks for clarifying that. So not the users IPD but the interpretation of that on screen is inconsistent. Ok that makes sense. Gosh nothing is simple is it! So that needs to be fixed as well as the inconsistent scale modelling! :slight_smile:

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Please do understand that there are two IPDs. As I said. Don’t read diagonally that post :slight_smile: .

Also… yes… if a plane is twice as big as another yet in the game is quadrupled in size… yes… there is a second problem.

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Thank you for your post and link. I missed it altogether!

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Just to be clear, FS2020 code is just asking OpenXR: give me the projection matrices for each eyes.

The issue is then the OpenXR driver building those projection matrices from the hardware IPD if any, or the software IPD, and this is where there could be differences. For example:

  • WMR Driver running the G2 headset is reporting 64.0 while the lenses are physically 63.0, and is preparing proj. mat. for a wider separation than the lenses with a focal point set to 20m forward (let’s say this is WMR fixed point)
  • SteamVR Driver is reporting 64.0 while the lenses are physically 65.0, and is preparing proj. mat. for a narrower separation than the lenses with a focal point set to 25m forward (let’s say this is SteamVR fixed point).

Then FS2020 is rendering each view with their projection matrices, and is sending the rendered view into the API. There the might also be “translating” the rendered image based on the IPD. It shouldn’t with headset with physical IPD adjustment but it should do this for headset with software only adjustment (G1). And there are other headsets with only 3 IPD positions so you’re most likely always above or below.

Add on top you’re using OpenXR ↔ WMR bridge or OpenXR ↔ SteamVR bridge, that is the OpenXR API specs are translated into the headset driver own API specs. This is at this stage there could also be rounding errors and even 1/10th of a mm difference is enough to see the problem.

You can see for everything to work, the 4 parameters I’ve listed must match perfectly, and they will never match in any case because you’re eyes IPD is varying depending on the vergence (you’d need eye tracking and auto-IPD adjustment like with the Varjo for this to work properly).

All this long text just to further confirm there is a need for a software IPD bias setting, both absolute and relative adjustments, so that you can transform the ICD in the software with this formula:

ICD = (IPD + Bias) * Scale

Bias adjusts for the differences between the lenses IPD and your eyes IPD, whereas Scale could adjusts for the differences between the software IPD and the software ICD.

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The percieved scale of a stereoscopic rendered object isn’t only determined by stereo (camera) separation but also determined by convergence (cameras not aligned in parallel). Google EarthVR is an example what can be achieved with auto convergence. Low altitudes give real life scale whereas higher altitudes give toyification effect.

You can also change between Human/Giant mode in their app settings. (I don’t remember the exact setting name)

I got my HP Reverb G2 today and have just briefly played around with it. Perhaps a change in scale implicitly implies some sort of change in focal length but my main impression in only an hour or two of flying around is that the scale change is akin to having the drone camera in 2D MSFS in a more telephoto mode. Distances appear foreshortened and things farther away appear relatively larger as compared to closer objects than they would at a normal 2D viewing focal length. Maybe I’ll grow tired of the effect after a while but for now I like it because the 3D and the larger scale makes it easier for me to recognize streets and buildings on the ground when I fly over them in my home town. But it would be great to be able to tune VR scale/focal length.

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Sure something in FS2020 is different to other simulator titles as far as scale is concerned. MSFS is the only title where I hear other players consistently complain about scale being an issue. I never hear these issues from the same people when it comes to DCS, Aerofly or IL2. MSFS is doing something different. I am probably one of the lucky ones where I dont have an issue with scale but many of my fellow simmers have issues with the same headsets (G2’s). The only aircraft I have an issue with as far as scale goes is the C172 as it feels much narrower than the real thing of which I have over 300hours flying time in.

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I have a IPD of 65. If I change it to 61 on my headset (OG VIVE) the world becomes bigger, although still smaller than it should be…I can just look at the stick…I would have to fly the plane with just the tip of my fingers…scale is off and that is a fact.

Also, I should not need to adjust my ipd on my headset…yes, I can make the world a bit bigger but also gives me a headache as my brain has to compensate for a wrong distance between my eyes…

It’s not that hard. Just fire up DCS and on the VR setting there is a tiny slider that adjusts world scale…Done!! Everyone happy. If it feels alright to you, don’t touch it. If it feels weird, just adjust it until it feels right. For me I always jump on the A10 and compare the stick to my warthog…when they are the same size I know it is the right setting!

Please implement this as it is very immersion breaking!

Thanks