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The game uses your play area like a miniature boxing ring that you're meant to physically move around in, so it's important that it stays within your boundaries. Allowing you to recenter would allow your play area to shift outside of your boundaries. If you want to change the size and placement of your play area, you need to do it through the SteamVR or Oculus boundary setup.
It's boring to center the boundary for a game and change it for simulators and back.
Btw, thanks for reply.
If so, and if you're using a SteamVR headset, what you can do is draw your boundaries as you want to for your simulator usage, but then when you get to the step where it shows you the solid green rectangle, hit the Edit button and change the size and placement of the rectangle to wherever you want it within your space. That rectangle is what SteamVR is telling TotF that the play area is, and the red rectangle you see on the floor in TotF should match it. Just make sure once you've started up TotF to walk around the play area and double check the play area is a completely safe area for you to move and punch within.
Oculus, however, doesn't let you manually resize your play area and instead just reports to TotF whatever the largest rectangle is that will fit within your boundaries. There used to be a third party tool that let you do this, but I don't think it works anymore.
I'm not sure what options are available if you have a WMR headset.
The other option would be to set up your boundaries safely for "roomscale" mode and then swap to "standing" mode when you use your simluators. I think that's what Valve and Oculus intend with their boundary systems, but from what I understand a lot of people don't want to deal with recentering to try to get their simulator setups just right each time. If you're using SteamVR, the OpenVR Advanced Settings plugin will let you save presets you can switch between.
TotF2 will probably have a "standing" mode where you remain in one place (that you can recenter) and in that mode you will move around using your controllers. TotF2 will still have a "roomscale" mode with real-world physical movement that works like TotF1 works, though.
This is a strange issue that I've maybe only heard about from one other person (And that person might have been you. I can't remember.
When you say "start with SteamVR", do you mean using Steam to launch it instead of the Oculus launcher? Or do you mean launching it in SteamVR mode instead of Oculus mode (where SteamVR isn't needed at all and doesn't even try to open)? What headset are you using (original Rift, Rift S, or Quest)?
Yeah, using SteamVR mode when launching from steam instead of oculus mode. I'm pretty sure both oculus from steam and oculus app itself cause it. I have a Rift S.
The Quest actually enforces it even more strictly. The Quest handles its own recentering instead of letting the game do it, but the game can tell it what "mode" it's in, which affects the recenter behavior.
The first mode is head-centered mode. This tells the Quest the game is centered around the user's head position, so if the user moves their head and recenters then the new head position will be used as the default head position. This mode is generally used for seated games like racing or for media apps.
The next mode is floor-centered mode. This tells the Quest the game is centered around the floor position the user is standing at, so if the user moves and recenters then the new point on the floor they're standing at will be the new default floor position. This mode is used for most games that you play while standing. These games usually allow you to physically walk around within your boundaries, but the game itself doesn't care about your boundaries or try to keep its content within them, so you'll still need to move around with an in-game movement mechanic of some sort.
The last mode is play-area-centered mode. This tells the Quest the game is centered around the user's real-world play area defined during boundary setup. The recenter button doesn't do anything in this mode because your real-world play area doesn't move and so is always centered (oddly, the Quest still shows the recenter timer even though it has no effect). This mode is used for games that want to keep their interaction wholly within your play area.
TotF keeps all of the fighting within your real-world play area, so it needs to be in the play-area-centered mode. This ensures while you're fighting the opponent, you know he will be within your boundaries. If the recenter button recentered your play area rectangle so that it's center was at your feet, then the in-game play area would no longer be aligned with your real-world play area, and the opponent would be able to move outside of your boundaries.
You do have the option to override which side of your play area is the "front" side, and on the Quest you do that by holding down the menu button on your left controller for a couple of seconds. Ideally this is what would happen when you hold the recenter button (and that is what happens on the Rift), but the Quest doesn't even let the game know the user tried to recenter so I had to move it to its own button.
Interesting. Are the modes changed in-game or somewhere in the Quest's settings? I looked around for them and never ran across anything I could change that looked like what you've described.
It's something the game tells the Quest on the code side, not a user-facing setting. Basically, if the game wants to utilize the play area, it needs to tell the Quest to use the play-area-centered mode, and when the Quest is in that mode, its recenter behavior doesn't do anything (and on the Quest, the game isn't notified that the user tried to recenter).
this is like saying no need for volume control on a video, you can change the volume of your device
I don't think that's an equivalent comparison. All of these VR platforms provide a system for a user to define a safe area boundary, and they expect games to ask that system if they need a play area size. It's a safety system on the platform level that games aren't meant to duplicate.
Assuming that you're drawing your boundaries how your VR system intends you to (that is, around an area of completely free and open space you're willing to move within), and knowing that TotF is a room scale game that expects you to physically move within your boundaries, what additional functionality are you looking for the game to have?