Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
This isn't actually a SteamVR issue, but is an issue with the Quest on both Virtual Desktop and Oculus Link. TotF does ask SteamVR for the size of the play area, but SteamVR is getting that information from Virtual Desktop or from the Oculus runtime. VD and Link both tell SteamVR that the play area size is 0, even if the boundary size is larger.
Part of the reason for this is because the Quest handles its own boundaries and does so in a much different way than the PC headsets do. On PC, when a user wants to recenter, the VR runtime notifies the game that the user wants to recenter, and the game's code handles what happens when a user recenters.
The Quest, however, makes games specify different "modes" to tell the Quest what should happen when a user wants to recenter, and the Quest itself handles the recentering behavior. In order to actually read out a valid play area size, the Quest has to be in "stage mode", which also tells the Quest to recenter around the center point of the user's play area when the user tries to recenter (which is why nothing happens when you use the recenter button when playing natively on Quest).
When you use VD or Oculus Link, you're really just running an app on your Quest that connects to a program running on your computer (the Virtual Desktop streamer program for VD or the Oculus PC software for Link). The Link app on Quest doesn't run in Stage mode, so when the Link app requests the play area size (if it even tries to), it doesn't get a valid result. VD doesn't run in stage mode by default, but it has an option to. With that option on, however, even though the VD app on Quest is requesting and getting the correct stage size, the VD Quest app isn't passing it on correctly to the VD streamer program on the PC side and/or the VD streamer program isn't passing it on correctly to SteamVR.
I've reached out to the VR dev about this and pointed him towards how to fix it. He said it's on his TODO list, but I have no idea if it's something he's actively pursuing or what the timeline might be, and you would need to ask him about that directly.
I've also lobbied Oculus to fix this in Link.
What I have heard is that ALVR does handle this properly, so I recommend trying that out. I haven't tried it, myself, but I do want to note that if you try it, and it doesn't work, then look to see if they have a Stage mode that you can turn on, as that will probably be needed to make the Quest provide a valid play area size.
I think there are also add-ons for SteamVR like ChaperoneTweak you can get that let you manually change SteamVR's play area size.
Providing a boundary setup system in-game isn't something I'm willing to take on both because it's not a simple task and because I consider it a safety issue that I feel should be handled at the compositor level.
I don't see how this issue could be in anywhere else than in your end, because this problem has not been the case with any other game via Quest2 + VD + SteamVR.
Also google doesn't know "virtual desktop stage mode".
While in VD when you start the game via VD's own menu I get my play area forced in other end of my actual play area, which is wider on that end (so maybe the triangle is fitted in there then),
On the other hand when in VD I start the game via Steam I get my play area in the center of my actual play area where it should be. Although in minuscule scale, like 1.4*1.5 meters, which is way less than my actual play area.
I documented this extensively for the VD dev outside of TotF (you can verify the issue in the SteamVR compositor with no apps running). There's nothing to do differently on my end - I use the Oculus or SteamVR API to ask for the play area size, and I use the size that's returned. I don't control what happens behind the scenes to fulfill that request, but VD does to a certain extent.
You're not having this problem in other games because your other games aren't using your play area size. Very few games do.
This makes me wonder if it actually is working in VD (or almost working - maybe it just needs stage mode turned on), but you have to use VD to launch the game. I just did some Googling and found that VD does do some special stuff that's needed for certain games if you launch them from VD, but they don't work if you launch them directly from Steam/Oculus. The stage mode option is in the "Streaming" section of VD's menu and is called "Center to play space (Stage tracking)".
Just to note, the Quest calculates the your play area as the largest possible rectangle that can fit within your boundaries, even if it's not centered, so that's the behavior we'd expect to see when it's working correctly.
Ok I think I got it, thank you. Now that I was checking TotF price for Quest2 I realized I already have it for Q2 :D There wasn't a wireless option available then for steam version of the game (still isn't quite though). But I'm happy to support your cause for the TotF 2 with my two purchases. I remember to think there was not so good graphics with the Q2 version, is that correct?
They're about the same. The public beta has 90hz support and much improved graphics that are basically identical to the PC version, apart from no double vision screen effect when you get stunned. The crowd also looks different than what you're used to, but whenever I'm able to fix up a few issues with the beta and take it live, the PC will use the same crowd. To switch to that, go to TotF's store page in your Oculus app on your phone - not in the headset - then scroll down to the Additional Details section, tap the version number, and choose "PUBLIC_BETA" from the dropdown.
Following up on this. With stage mode off, I tried launching (the Steam version) of TotF from VD's menu and then from the SteamVR menu. Launching from the SteamVR menu centered the game's play area wherever I recentered with my Quest. Launching from VD's menu kept putting the left side of the in-game play area under me, instead of the center. So it's definitely doing something for some reason, but it's worse that way. Neither way is actually reading the size of the play area, though, and it defaults to the minimum.
Turning on stage mode still doesn't make it work, but the play area becomes centered within your boundaries when launching from SteamVR. Again the left side is what gets centered when launching from VD.
Please just allow us an option to manually set the minimum size to make this playable. When using VD you can still see the quest guardian borders. So Players should have an easy time making sure the red box is inside the yellow square with a slider setting in game or something. It's not really a dangerous issue. To be extra safe you could put a warning beside the option.
This is something you could do now and it's something a significant portion of the TOTF players want.
How should I be setting the boundaries for my Steam play area so that this game won't have me punching 'past' my play area? Do you take off 1m or something from the boundary to account for the punches, or must I make my play area deliberately smaller on my own?
If I were to maximize my current play area, it would amount to approximately 8'x9', but that would allow me to damage things in my room past that if the game doesn't account for arm length.
Can you walk around your boundary line and make sure that everything within your boundaries is safe? And if so, is TotF's representation of your play area within your boundaries? If TotF's play area is hanging outside of the boundaries, let me know.
TotF keeps your opponents within your play area, including a bit of buffer space. No target you're swinging at should be outside of your play area, so arm length shouldn't matter (but enthusiasm might!).
If you do want to adjust your boundaries, you will need to do it manually. For the above reasons, you probably won't need to shrink them by much, so just reduce them by whatever amount feels comfortable to play with. If you're using a native SteamVR headset, the SteamVR boundary setup actually lets you adjust your play area size directly, as it's shown as a green rectangle you can edit. I know there are also third party tools (ChaperoneTweak?) that let you adjust your play area on the fly within VR, but I'm not personally familiar with them myself.
The red square was 100% outside of my guardian space. I tried redrawing the guardian on one edge of the room, more centred, reseting the view in multiple directions but at best I could only get half the red square inside guardian. After dangerously punching over my desk I'm sad to have requested a refund through Steam. I shouldn't have to do these workarounds trying plugins - I'm too time poor.
I was using a Quest 2 playing through Airllink to PC.
The message you quoted was in response to someone with a different issue.
Oculus Link doesn't allow games to access the user's boundary size. Any game that needs to use the boundary size as part of the actual gameplay (like TotF using it to calculate the ring size) will not function properly. I have reported this to Facebook, and they have confirmed the issue.
Refunding was the right action to take. At the moment, if anyone is playing on Quest, I recommend they stick to the native on-headset version of the game until these issues with Link are fixed. I've updated the game's store page to add a note about this.