5. Render scale¶
In Virtual Reality scale matters a lot. The user has a stereoscopic vision of the virtual world around him giving him a sense of depth and scale. When the user is moving around he will have a different change in perspective for the same movement depending on the scale of the virtual scene.
For instance, if your world in VR is enormous, you will have almost no perspective change, and it will feel like you aren’t moving even though you are in real life. The opposite is true for a much too small world in VR.
That’s why we are representing the viewer avatar in the interface. This gives you a clear idea of how big the user will feel while viewing your 3D scene.
The render scale is not to be confused with the size of the zone of view. The size of the zone of view will always be in ” real world ” scale, for example: with a 1 x 1 x 1 meter ZOV, the user wearing the virtual reality headset will be able to move freely in the real world inside a 1 x 1 x 1 meter cube.
Changing the size of the zone of view will not change the size of the viewer avatar. Notice in the animated gif below how the avatar does not scale.
The render scale attribute will scale the whole 3D scene during the PresenZ render. For instance a render scale of 2.0 will increase the 3D scene in the PresenZ render output by 2. In VR, the scene will appear 2 times bigger. This is equivalent of having the viewer avatar 2 times smaller. Notice how the viewer avatar scales along with the ZOV now.
We call this the render scale , because it does not change the size of your scene. This is why you do not see your entire scene change in size when changing the render scale parameter. Only the viewer avatar and the zone of view change accordingly. In VR your scene will appear bigger or smaller, without the need to rescale your entire scene in the 3D software.