VR Beta - Scaling Problem

Hello D5 friends. Before I write anything else, I want to say that I recently discovered D5 and have to say I love it, it is an amazing software, and I am looking forward for using it in the future! :heart:

Now, the problem:
Does somebody notice that scaling in VR Beta seems to be off?
When walking in VR using Meta Quest 3, all the scenes and models look like they are rendered in 90% or 80% size. Doors that are 2m in height seem to be 1,8m tall. People that are 1,8tall seem to be 1,6m tall when standing next to them. Simulating “sitting” at a desk feels like you are almost sitting on the ground.

I have tried to model my real room using sketchup dotn to a 1mm precision, then entered it in D5 using VR. So I was able to go from a “real” room, with fresh perception of “how big” the room feels in real life, straight into D5, and it immediately felt as if it is all “smaller”. Not by much, but definitely 10% or 20% smaller than it should be.

For example standing next to my real desk that is 5cm above my knee, renders as if it was 3cm below my knee in D5.

Why I think it is important to fix:
I mean, for hobby and “fun” use this difference is probably not significant, however…
As an interior designer, my plan is, or should I say was, to use D5 + Meta Quest 3 to let my clients “walk” their interiors in D5 using the VR headset to be able to “feel” the size of the space, furniture and rooms. Unfortunately, when the scaling is off, it creates a false perception of the space, because all the furniture and the room itself feels “off” as everything appears to be smaller, so the perception of the size ist not correct. The effect can be seen with all the D5 standard object. It is most noticable when standing next to desks or cars that you can compare to real life to feel it is a bit “off”.

Did anyone else notice this? I think this is such a shame for professional use as it is a relatively tiny detail, that has pretty big impact for interior design purpose.

It would be amazing if the VR render window had some kind of “zoom” function to be able to correct for this…or…if this can be “fixed” to be just “right size” instead of “a bit smaller size”.

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Hi there, I sincerely apologise for this experience. Please I’ll like to know your current D5 version. Did you experience similar issues in previous versions of D5?

Could you please share a copy of the rendered images with us as well as your log files so we can further test this issue. Please send these files to support@d5techs.com with the tag Anthony_Forum.

For steps to collect the log files, please refer to D5 Support Tool - Get Help / Tech Support - D5 RENDER FORUM

Hi D5 Team,

First of all, thank you for the amazing work on D5 — it’s truly a powerful tool and I enjoy using it a lot.

However, I’m facing the same VR scale issue on Meta Quest 3. When viewing panoramic interiors rendered from D5, everything looks way too big in VR: doors feel oversized, furniture appears gigantic, and the immersion feels like standing inside a pyramid or a cathedral — completely disconnected from real-world proportions.

Here’s an example of one of my scenes:
:link: Villa N'zaha - T2

My render settings were:

  • Camera Height: 1.6 m
  • FOV (Horizontal): 90°
  • Focal Length: 18 mm
  • View Mode: Perspective

Despite modeling the scene with accurate real-world dimensions, the VR experience makes the space feel unrealistically massive, as if the proportions have been stretched. It makes it hard to use VR for client presentations, especially for interior design, where perception of real scale is critical.

Is there any recommended fix, or a way to calibrate the VR scale more accurately in D5 or through Meta Quest settings?

Thanks a lot in advance!

Hi @mtouny.ali

I apologize for the inconvenience. The current panorama image in D5 is actually not ‘stereoscopic’, so that causes issues with it having abnormal scale in VR.

This will be improved in subsequent releases. Thank you for your understanding :man_bowing:

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Thank you very much

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