The Thrill of the Fight

The Thrill of the Fight

Edward Apr 21, 2020 @ 6:47pm
Modify play area
I am playing and loving the game. I was wondering if there is anyway to modify the play area of just this game. I find myself at the end of my leash when backing the AI into the corner and rapidly moving back and forward tends to yank my cable out. Is there anything I can do?
Originally posted by Ian (Sealost):
TotF gets the size of the play area from SteamVR or Oculus and doesn't have any way in-game to modify what gets reported to it. In SteamVR, when you set up room scale and after you draw your boundaries, there's a step where you can see exactly what your rectangular play area will be and you can change its size, orientation, and position within the boundaries you drew. Most games don't actually care about, use, or even try to read your play area rectangle size. Generally about the only thing you'd notice in other games is that moving the play area around changes your default center point, but most games don't even care about that and let you recenter at will. If you're running through SteamVR then this is probably the solution you're looking for.

Oculus, however, doesn't provide that option, and instead just defines the play area as the largest rectangle that will fit within the boundaries you defined. I think there may be some third party software you can use to edit the actual rectangular play area size without changing your boundaries, but I'm not familiar with it. Otherwise, your only real option is to edit your boundaries to only include areas you cable comfortably reaches. On the Rift CV1, you pick the "front" direction during the setup step where you point towards your monitor, and the play area rectangle's front edge faces that direction, which will likely mean it's smaller than the largest that could possibly fit in your boundaries. On Rift S, I've never really been able to figure out exactly how it chooses your front direction, but it has something to do with which direction you're facing during a certain part of the Guardian setup, and you do end up with the biggest possible rectangle that fits in your boundaries. The Quest works like the Rift S when you're running natively, but if you try to play through Link or Virtual Desktop, it doesn't seem to share its boundary information with TotF at all and you end up with the minimum sized space.

I'm not as familiar with the WMR headsets, but I think they basically work like I described for the Oculus headsets, even though you run them through SteamVR.
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Ian (Sealost)  [developer] Apr 21, 2020 @ 7:57pm 
TotF gets the size of the play area from SteamVR or Oculus and doesn't have any way in-game to modify what gets reported to it. In SteamVR, when you set up room scale and after you draw your boundaries, there's a step where you can see exactly what your rectangular play area will be and you can change its size, orientation, and position within the boundaries you drew. Most games don't actually care about, use, or even try to read your play area rectangle size. Generally about the only thing you'd notice in other games is that moving the play area around changes your default center point, but most games don't even care about that and let you recenter at will. If you're running through SteamVR then this is probably the solution you're looking for.

Oculus, however, doesn't provide that option, and instead just defines the play area as the largest rectangle that will fit within the boundaries you defined. I think there may be some third party software you can use to edit the actual rectangular play area size without changing your boundaries, but I'm not familiar with it. Otherwise, your only real option is to edit your boundaries to only include areas you cable comfortably reaches. On the Rift CV1, you pick the "front" direction during the setup step where you point towards your monitor, and the play area rectangle's front edge faces that direction, which will likely mean it's smaller than the largest that could possibly fit in your boundaries. On Rift S, I've never really been able to figure out exactly how it chooses your front direction, but it has something to do with which direction you're facing during a certain part of the Guardian setup, and you do end up with the biggest possible rectangle that fits in your boundaries. The Quest works like the Rift S when you're running natively, but if you try to play through Link or Virtual Desktop, it doesn't seem to share its boundary information with TotF at all and you end up with the minimum sized space.

I'm not as familiar with the WMR headsets, but I think they basically work like I described for the Oculus headsets, even though you run them through SteamVR.
Last edited by Ian (Sealost); Apr 21, 2020 @ 7:59pm
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Date Posted: Apr 21, 2020 @ 6:47pm
Posts: 1