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I also tried explaining several times why that is not the case, and why it should not be the case.
As it should, otherwise the whole thing just would not make sense, or work.
I tried to use the controllers as an example. When you scale up the player / the VR rig, you get a controller that is bigger than the hands of the avatar than it was before you scaled up the player. Vice versa if you scale down the player / VR rig.
The controllers are still the same size as seen by the player both in and outside of VR.
But when you scale the player to the game, you also have to scale the IPD, whether its 1:1 or not. From what I can tell, the VR rig takes care of it for you though. So what I was saying, is that we should not begin changing the IPD, we should let the VR rig do what it does.
https://en.wikipedia.org/wiki/Pupillary_distance
Only if you begin to mess with the IPD directly will you get the problem you are on about, by scaling the player / the VR rig and the game world in different ratios. Well, or if the VR rig does not scale the right way when it comes to its IPD to scale ratio.
So, if the IPD is scaled 1:1 with the avatar (by the dev, automatically, by whatever,...) the world and every object in it looks smaller which is undesirable according to a previous comment.
I still think that scaling down the guards (and leaving everything else as it is) is the better option. I don't know the exact value but let's say they are 1.9 m by default. I'd scale them to
min(default size, player height * 1.12)
That way, a player that is 1.9 m tall will have guards that are 1.9 m.
A player that is 1.8 m tall will still have 1.9 m guards.
A player that is 1.7 m tall will still have 1.9 m guards, but it starts to decrease from this point.
A player that is 1.6 m tall will have 1.79 m guards.
A player that is 1.5 m tall will have 1.68 m guards.
A player that is 1.4 m tall will have 1.57 m guards.
They should still be big enough to look dangerous (they are taller than the player) but they are killable.
So there should not be some wrongful scaling. The IPD is the distance between the eyes. It has a ratio to the size of the body. If you scale the players size by 1.5 the IPD will also scale 1.5... as it should. Just like the arm length is a certain ratio of a persons height, and the leg length. There are a few where its a bit off the average, but that does not really change anything, those off cases will always be there, and that off case problem will be there either way.
The game is about more than just backstabbing guards, so trying to only scale the guards is taking one symptom of the problem and dealing with that on its own, rather than actually dealing with the problem.
The problem we previously got into as being undesirable, is still there. You just do not seem to agree that the problem is solved by resizing the player to fit the avatar, now you want to resize the avatar instead, to fit the height of the player, and all of the guards. Making the game world too big for the player.
You wrote previously that it should not.
We obviously disagree what the problem is. The whole thing was triggered by a player being too short to assassinate guards properly. So yes, the game is about a lot more, but there is no other problem!
No, I don't. When a person half my size is walking next to me, we are walking the same distance. The shorter person will have to take more steps but the distance is the same.
VR is about you being transported into a virtual world. Yourself. No need to change your body. There is no fixed size avatar. By default, in VR it is the player's body. And no, when the game world remains unchanged and the player isn't scaled either, the world is not too big. It is normal-sized, as it should be. If I program a 2 m high door, everyone who puts on the VR goggles will see a 2 m high door, as they expect. A 1.5 m high person would find it odd if the door was only 1.6 m high.
A shorter person is used to a normal sized world. They EXPECT a normal sized world and they should get that. That's why the 1.6 m high door is undesirable.
In VR you don't give everyone the exact same experience. You give everyone the same world to experience from their point of view.
If some things don't work out in extreme cases, some adjustments need to be made to maintain playability. But the world should remain as unchanged as possible.
That's my opinion. I don't think I can add anything new to that. The devs will have to figure out which way they prefer or pick something completely different.
That is just it, the distance is not the same then. The shorter person sees one meter as longer than you see one meter, which is why the shorter person has to take more steps.
That is not how it is supposed to be in the game.
A persons IPD is different... but you have to remember that part of the HMD is that you set your IPD. So unless its set wrong, changing the scale should not be an issue, and if it is, its no more of an issue than it was to begin with.
In VR you can give everyone the same experience. What a shorter person is used to is not really what we are on about here. Its not a problem for a person to suddenly have the world shrink or grow. Its not something that causes nausea. Not sure where this idea comes from.
Dwarfs often have to get a specially designed home or at least furniture. A shorter person expects what exactly? There are several VR games where you play a city wrecking monster. Size is not that important in VR. What is important is that the VR experience fits your physical body. The simplest solution is to just scale the size of the VR rig, which scales the person playing in relation to the game world.
If you do not do this, well then you should scale the games avatar to fit the player, or give a range of options to adjust where the belt is to be and so on. But in games where you are to f.ex. climb or do melee combat, its simply just most fair to scale the player to give all players the same experience regardless of their size.
Scaling all the guards / only the height / only length of the arms is simply just over-complicating things
It is a problem because it goes against expectations. In a fantasy world that would be fine. Not here.
I never said anything about nausea with this regard.
I am just not seeing what your argument here is anymore. It stops being realistic because in the game you are 1.8 instead of 1.5? Or 1.5 instead of 1.5? Why is it people have expectations that the game world is having the same dimensions as the real world? That was never an argument for first person games before VR, that if a smaller person played the game, the game world should adhere to it.
https://www.youtube.com/watch?v=WAVa_9ilIEQ
Here another person goes into the exact same argument I do. Its not like we are going to double the size of a player. They wont suddenly be seeing objects that are twice as big as they would normally be, or half the size they would usually be. He also goes into how to set it all automatically.
https://www.reddit.com/r/Vive/comments/7fh2oj/adjusting_player_scale_for_short_people/
But other than that, a person who really has this problem, and the solution he wants to see... that he is not made small in the game, just because he is small in real life.