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FrostFire's avatar
FrostFire
Honored Guest
12 years ago

Objects seem...small?

So, I'm not sure if this is an issue with my implementation or VR in general, but here goes.

We've got a re-creation of a furnished apartment, my user profile height is 6'0" (my height). When I'm sitting down and using the rift (DK2) to explore the apartment, the furniture seems far too small, while the walls/dimensions of the room itself feel fine. I've measured the furniture, and indeed, it's proportions to the room are as they would be in real life.

I've wondered if this is a by-product of my body telling me I'm sitting, but my eyes say I'm standing, but I don't think that's the case anymore because that's how I've always experienced first person games (and, indeed, when playing Half-Life 2, both on the rift and traditional FPS mode) furniture there always feels way smaller than it should. For 3D games however, I think we've always written it off, but in our case, we need the experience to feel as close to reality as possible.

I'm rambling a bit, but my question is has anyone else experienced this? Resolved it? or have any thoughts on it? Is it something we have to live with as a reality of how virtual worlds present themselves?

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  • drash's avatar
    drash
    Heroic Explorer
    I didn't see any mention of your IPD -- have you made sure that you're using the correct IPD? If everything seems too small, then your IPD may be too large.

    Either that, or you've somehow scaled up the distance between the cameras by placing your OVRCameraController inside part of the scene hierarchy that is being rescaled to be something other than 1.0. Not sure if the latest Unity integration accounts for that, but it used to be an issue when I checked sometime last year.

    Let us know if you solve it!
  • IPD = Inter-pupillary distance? Distance between the centers of my pupils?

    I'm guessing I should measure that then ensure the values are set properly for but the user configuration and the OVR Camera Controller?

    Scaling is uniform in world space (all parents up the hierarchy are 1,1,1 local scaled)
  • "FrostFire" wrote:
    I've wondered if this is a by-product of my body telling me I'm sitting, but my eyes say I'm standing


    That's it exactly. There is no spoon, Neo.

    The virtual camera in the virtual room is set proportional to 6 feet high off of the virtual floor. But, when you're sitting, your head is roughly about 3.5 feet high off of the real floor. Your brain is smart enough to figure out that something that it's seeing isn't right there. It instinctively knows what furniture should look like when viewed from 3.5 feet high, and it instinctively knows what furniture should look like when viewed from 6 feet high. So, your brain makes a logical deduction...

    "The furniture that I'm seeing appears as it would if I were standing. But, I'm definitely sitting. Since I am close to the furniture, but the furniture appears small, then the furniture must actually be smaller than it appears."

    You perceive the furniture to be smaller than it actually is because your brain is trained to know what furniture should look like from your own perspective and height. When any of that changes, your perception changes. It is an optical illusion that arises due to the extraordinary image processing that our immutable subconscious performs continuously. And there's not a damn thing we can do about it.

    When you build a virtual space for a virtual user, you need to make it in proportion with every aspect of real space for the real user. That means, if your real user is sitting, then your virtual user must be sitting. Your virtual camera has to be at a height from the virtual floor that is proportional to the height of the real user's head from the real floor. Everything must be in proportion.