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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.