Hi, RC. I don't have a specific example. I tried 2 different Oculus models and the HTC Vive non-Pro multiple times over the past 2 or 3 years but each time was fairly brief. I just remember the 3D depth always seemed a little different each time. It was mostly Project Cars 1 and Assetto Corsa.
My memory is spotty to try and now remember what looked like what. I just remember thinking that a few times.
That's good to hear games allow FOV adjustments with VR. There are so many different VR headset brands and models, different screen shapes, sizes, lenses, etc. Those all mean the game will have to be set to a specific FOV to keep a 1:1 scale each particular headset (and along with that game-FOV also comes a specifc 3D depth to match). I don't understand how a player is sure they are using the correct game-FOV for their particular VR headset...Does the player just have to figure it out and set it themselves like with monitors? Does each game's developer have to program the different default FOVs and corresponding 3D depth setting for every headset out there?
You see what I mean? How are we supposed to know/check this for every sim we play if we want all sims to have consistent 1:1 scale from eachother? With monitors it's easy, you know the distance your eyes are from your monitor, plug that into a FOV calculator along with your monitor size and aspect ratio and it spits out the correct FOV to use or some games automatically do this when entering in your information into their triple screen setup tool (eg. iR, AC, PC2, RF2, and more).
How would we know what exact FOV to set our game to for a 1:1 scale when using "x" VR headset?