If Oculus Rift Gets Big in Second Life, Second Life Builders Will Need to Fix Their Scale -- Here's an Expert's Advice
Speaking of the Oculus Rift in Second Life, here's a major problem for existing SL content creators: If Oculus Rift becomes a major way people access SL, you will probably need to change the proportions of your builds. As Ms. Penny Patton pointed out, most Second Life avatars are in the 7 to 8 foot range, and so SL buildings and other architectural structures have literally been created for giants. So seen in through the Rift, it's likely a lot of the world will seem totally out of proportion. I put this to Jon Brouchoud, the architect who's doing innovative work with Oculus Rift (and did innovative work with SL before), and here's his advice:
"Honestly, an iterative, testing approach works best. I don't think anyone can quite imagine the real scale until they experience it firsthand. After spending some time experiencing builds through a Rift, you'll get a better eye for scale and proportion and through a build/test iterative process, the scale can become much more accurate."
So there is that. So if you are an SL content creator, maybe you should get a Rift now, and get ready for the changes that are coming soon. (Or if the Rift fails in Second Life, maybe not at all.)
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