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DigitalAdam
Up and Coming
October 29, 2019

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

    Inspiring
    October 29, 2019
    probably a model rigging solution that fit. rigging gives bones to 3d models and the result may not be perfect.
    Inspiring
    October 29, 2019


    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

    DigitalAdam
    Up and Coming
    October 29, 2019
    @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.
    Inspiring
    October 29, 2019
    As 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
    Inspiring
    October 29, 2019

    MikeF 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?.
    DigitalAdam
    Up and Coming
    October 29, 2019



    MikeF 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. 
    Inspiring
    October 29, 2019



    MikeF 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.
    DigitalAdam
    Up and Coming
    October 29, 2019
    Here is an interesting video: https://youtu.be/5b_87OuPJxE
    Towards 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.
    Inspiring
    October 29, 2019
    Its 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
    DigitalAdam
    Up and Coming
    November 1, 2019
    So 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.