Didn’t change topic. Just stated a fact. Took me 30m to figure it out the first I ran into it. I agree it makes no sense for a game dev to have this messed up as you said the Camera is supposed to be the game Avatar’s head viewpoint. Not be on the floor or above the car. But it has been done.
You should never need to recenter a seated game to fix height.
Okay I took the philosophical brain teaser route.
So, we begin at our centre, at our height, we breathe deeply…’the image’ they say. The image could not constitute the world as the world cannot be 5 feet too high and be noticeable to an audience member standing on it and they would not know which direction is ‘high’ for the world in any case. So ‘the image’ must be talking about the screens you place in front of your eyes. Now when you recentre in game the world becomes the correct height in the view through those lenses onto the screens. The world is the correct height. But we know this 5 feet too high is not referring to the world through those lenses, from above. So the lenses themselves are 5 feet too high.
The game is centred properly and the lenses are 5 feet too high. The solution is you need to grab your hmd off the shelf 5 feet above you and place it on your head. Logical.
I think it comes down to the rendering cams for change of view while playing & the replay cameras. Just a bug in the games that have this flaw. Some recenter resets the view to proper in game camera where as some require an outside fix.
Either way one can say the gamedev created a rendering bug that would not generally happen in flat gaming.
Well, I can only tell you guys my experience, although I dont know which route this conversation took.
I turned on Dirt Rally which was installed in my oculus app (not on Steam).
Anytime I pressed the Reset HMD button which i mapped, the image just recentered itself, but the FLOOR of the game was about 5 feet in the air.
Maybe that clarifies it for everyone?
Keep in mind, that once I decided to use it through Steam and SteamVR (since I have a copy of the game in both the oculus app and Steam), the height/floor/centering was fine.
I haven’t tried any other Oculus titles to see if that was the case in other ones as well, but that’s what happened in Dirt Rally, played through Oculus and the pitool app directly.
I got it working fine through SteamVR, so I just deleted the version of Dirt Rally that I had in the Oculus app.
I’ve also read about this problem, over a year ago. This was (of course) before the Pimax was available, so yes, it does affect other headsets. Iirc, it’s only a problem in certain games.
What I assume is the misunderstanding is you say that the hmd centres correctly and places the floor above you. What I first assumed was that the hmd recentres incorrectly such that the floor is above you. However I was corrected to it is recentreing correctly…and it is recentreing incorrectly…at the same time.
It should never be a problem in a driving sim though. The head position is always irrelevant of the height from floor calibration. Whoever adds the height from floor value in an algorithm to centre a driving sim obviously doesn’t understand what they’re doing at all.
Height calibration is for other types of games.
For driving, whether you’re 3 foot or 7 foot tall, your head should still be on the drivers body.
Agreed but yet we have some Devs that thinks poor “mini me” (Austin Powers) shouldn’t be able to play these seated experiences & Bull Shannon (Night Court) should have to duck to play.
True, but those first 6 words sound like the words a developer might use to disavow a newly-found bug. I’m a software developer, so just because it “shouldn’t be a problem” does NOT mean that it “CANNOT be a problem”.
Yes agree. I believe it is a problem. I was just laughing that it seemed someone has included the height from floor calibration somewhere in the algorithm to recentre when it is irrelevant. I thought it was a pimax bug initially but was corrected that it seems to be revive/steam updates that brought it about.