Studios use different scaling. How could it be made obvious?
ableman You seem to suggest that the variations in scale are conscious decisions by the studios, but they are mostly down to the different cameras and lenses as well as post production workflow - the goal is always to produce a "realistic" scene but there is no way to measure this scientifically. The users all have different eyes / IPDs / headsets, etc so the best thing to do is provide feedback and hope they listen.
doublevr I think passthrough / AR will be a much better way to tell how accurate scaling and camera distances are. I expect viewers will be a lot more sensitive to realism when the girl is "in the room".
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bleh at least it gives the viewer a more accurate guide as to how the model should appear, it just introduces that increased demand for perfection. I can't use passthrough yet as I'm with Heresphere, and TBH I don't have much interest until passthrough cameras are better - hopefully with the Quest 3.
Only thing is, I watch scenes at a desk, with the Handy clamped to it, so in most cases I can't see how a girl appearing to be where my PC / monitors are would increase immersion.
Zooming out warps the actual image and destroys the immersion. It LOOKS way better, way crisper, way higher resolution and more realistic...but it takes you out of the scene. It's more like watching a WebcamVR. Like, you're in the room with the model, but it doesn't feel like it's your body she's banging. I've found a happy medium of zooming out to like 0.95x..so it's a tad better quality but still feels immersive.
I find myself using 0.9 zoom most of the time. Rare that 1.0 gives the appropriate scale. While I will occasionally use 0.85 or 0.8, I have to then balance the improved scale vs. the creation of some deformation from the significant zoom.