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Cockpit scale question..

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2 minutes ago, Donka said:

In my experience, no it doesn't. I have my IPD fixed in the headset and the majority of the aircraft are at the correct scale however there are a few that stand out as appearing too large or too small. In headset, the IPD should be static based on your own IPD. 

My observation supports this. Pico 4 has a large sweetspot which allows me to effectively use it with large HMD IPD settings and changing it doesn't impact world size in any way that I've noticed.

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So this confirms we not only have to adjust the "physical" IPD in the headset, but also somehow adjust the IPD in game, to define the distance between the left-eye and right-eye cameras.

It's worth pointing out that the default A320neo's (and therefore FBW A320neo's) cockpit is way off in geometry. The glareshield doesn't stick out far enough and the whole thing along with the FCU are weirdly distorted and too big and it's sort of in your face. The lower center ECAM is also way too big. The throttles also don't have the right size. This is all in relation to other parts in the cockpit, so I don't think this is related to an overall world scale setting. It's not very noticeable in 2D but in VR it's obvious.

I've personally never had to mess with the world scale, but then again I only fly the PMDG and Fenix birds. They are just right and both the same size. I guess this is the difference between laser scanned cockpits and those that weren't (like the default A320neo).

Edited by threegreen

Yesterday I reactivated the OpenXR toolkit in order to display the scale/IPD setting in game. Having an IPD of 63, I had to set the scale to 101% in OpenXR Toolkit to match that measure. This has made a minor change to size perception in my sim, and I'm still testing. At least I'm glad I could access to that setting.

The one in the UI of MSFS shows only a percentage and not an actual distance between the viewpoints, right ?

several years ago, i experimented with a pair of go-pros to make some stereoscopic video for the early oculus headset. I found that the distance between the two cameras and the angle (toe in/out) had an impact on world scale and how comfortable it was to watch the video. I could never get it perfect with what I had to use.

What I learnt thought - although the camera distance/angle created the world scale, setting the headset ipd narrower/wider than the users actual ipd, would increase/decrease the perceived world scale by the wearer - however, it became very hard/strainy on the eyes when too far outside their actual ipd. Ideally, the camera distance, plus headset being set to users actual ipd, is the ideal scenario. It seems that everyone has a different tolerance to coping with a headset at a setting beyond their normal ipd range.  I think this is why some people think their headset IPD setting is responsible for world scale.

When starwars squadrons was first released, i'm positive they had the "render output" distance between cameras wrong, and the world was almost 2d. Fortunately they fixed shortly after.

 

 

i intended to mention somewhere above, that like odourboy, I don't experience the world scale changing as dramatically using the quest 3 ipd adjustment, unlike g2, vpro 1 & 2, q1, rift etc. however the effect is opposite to the older headsets (smaller ipd makes world smaller on Q3, but bigger on older headsets). 

Edited by dogmanbird

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