Add 'pupillary distance' slider for Vive users
Qbo
Join Date: 2016-10-20 Member: 223264Members
It is a common issue in games that support the Oculus Rift first and then get Vive support second, that the perceived world scale is slightly smaller in the Vive.
I can tell that the Aurora does not look as large from afar as it actually is. My character's body looks small. Again, this is common for games in this situation.
Assetto Corsa is another game like this, for which ReVive has been used. With its latest update, native Vive support was added, people complained that the scale was still off, so they released a small update adding a "pupillary distance" setting.
This solved the problem completely, and I would really like to see it in all games, but especially games like Subnautica, where VR seems to have been tailored for the Rift.
I can tell that the Aurora does not look as large from afar as it actually is. My character's body looks small. Again, this is common for games in this situation.
Assetto Corsa is another game like this, for which ReVive has been used. With its latest update, native Vive support was added, people complained that the scale was still off, so they released a small update adding a "pupillary distance" setting.
This solved the problem completely, and I would really like to see it in all games, but especially games like Subnautica, where VR seems to have been tailored for the Rift.
Comments
It's a shadowy topic, but, as far as I can tell, it is a difference in how the Rift and Vive determine the separation of the two eye cameras. Each headset uses different software to determine this. I don't understand why, but the game needs to output a slightly different value for each headset.