Forum Discussion
DigitalAdam
6 years agoProtege
Scale in VR is smaller than real world, why?
Just curious, but my Quest controllers in VR are smaller than real life. Is there a reason? Maybe because of the fov?
12 Replies
- hoppingbunny123Rising Starprobably a model rigging solution that fit. rigging gives bones to 3d models and the result may not be perfect.
- MikeFTrustee
hoppingbunny123 said:
probably a model rigging solution that fit. rigging gives bones to 3d models and the result may not be perfect.
What are you talking about? that has nothing to do with whats been asked.
@adamzeliasz
This is something that's been bugging us since the earliest quest dev kits and we've yet to get an explanation from Oculus about it, we've been told everything from optics to FOV to projection matrix differences but none of it really adds up from our testing. Its still best to make sure everything is made to scale, but unfortunately this effect continues to persist on quest - DigitalAdamProtege@MikeF
I wonder if like you mentioned it's an Oculus thing, or if other HMD's like the Vive/Windows Mixed Reality has the same result. - MikeFTrusteeAs far as myself and my team have seen the only HMD affected is the quest. Every other headset we have for development has a consistent scale
- hoppingbunny123Rising Star
MikeF said:
hoppingbunny123 said:
probably a model rigging solution that fit. rigging gives bones to 3d models and the result may not be perfect.
What are you talking about? that has nothing to do with whats been asked.rigging can change the scale of a model, stretching it out or shrinking it.to manipulate a model in vr you animate it, to animate a mesh model you have to rig it first, otherwise the mesh that is the model wont move properly the mesh will bend out of shape when its moved.your the guy always lol my post. y u du that?. - DigitalAdamProtege
hoppingbunny123 said:
MikeF said:
hoppingbunny123 said:
probably a model rigging solution that fit. rigging gives bones to 3d models and the result may not be perfect.
What are you talking about? that has nothing to do with whats been asked.rigging can change the scale of a model, stretching it out or shrinking it.to manipulate a model in vr you animate it, to animate a mesh model you have to rig it first, otherwise the mesh that is the model wont move properly the mesh will bend out of shape when its moved.your the guy always lol my post. y u du that?.
Not only my models that are rigged correctly, but compare the Oculus Quest controllers in VR vs. real life. You'll see that even Oculus's mesh controllers are smaller that the real life ones. - MikeFTrustee
hoppingbunny123 said:
MikeF said:
hoppingbunny123 said:
probably a model rigging solution that fit. rigging gives bones to 3d models and the result may not be perfect.
What are you talking about? that has nothing to do with whats been asked.rigging can change the scale of a model, stretching it out or shrinking it.to manipulate a model in vr you animate it, to animate a mesh model you have to rig it first, otherwise the mesh that is the model wont move properly the mesh will bend out of shape when its moved.your the guy always lol my post. y u du that?.
Exaclty, nothing to do with what he's talking about. And cus you're funny.
Back on topic: This is definitely something specific to the quest, so nothing you're doing is wrong. - DigitalAdamProtegeHere is an interesting video: https://youtu.be/5b_87OuPJxETowards the end of the video they show the play space, so I'm assuming the boxes in the real world translate to 3D both in positioning and scale.
- MikeFTrusteeIts hard to say really because what's being output to that monitor might not be exactly how its seen in the headset, though that would seemingly create quite a discrepancy between real world and VR. Trade show tech isn't the best comparison either, might have been doing a bit of special work there to make that whole setup happen
- DigitalAdamProtegeSo I spoke with Pärtel, creator of Final IK, and here is what he said regarding the video above:"Yeah, all the crates were mapped exactly to their real positions and scale, you could slide your hand along the edge of a crate and feel it exactly where you saw it in VR.The scale issue is probably just the optics making close objects look small. I mean if you enabled Passthrough mode, you will see your own hands pretty tiny too. So it is basically just a lens effect like looking through the bottom of a bottle.It's not just Quest, I've noticed things looking smaller on Rift S compared to Rift CV1 too."So maybe it's just the nature of VR how and the lenses.
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