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回報翻譯問題
(But it's actually not "Oculus/Meta's play area calculation" but it's "SteamVR's play area calculation" that's incorrect. But anyway, Stop Sign recalculates it.)
When I check the play area in native Oculus mode, with no SteamVR involved at all, the play area is being calculated incorrectly.
I did some more digging on this today that I want to document here. I focused on three functions exposed by the OVR Unity integration: OVRBoundary's GetConfigured(), GetGeometry(), and GetDimensions(). The latter two accept an argument to define whether you want play area info (PlayArea) or Guardian boundary info (OuterBoundary).
Let's assume the user has valid Guardian boundaries set up.
What happens on Rift (and this matches Oculus's documentation):
How Link behaved before v39:
How Link behaves on v39 when using a recent version of the OVR Plugin, when using the VRAPI backend (this matches TotF's beta branch):
How Link behaves on v39 when using a recent version of the OVR Plugin, when using the OpenXR backend:
The main release of TotF is using a much older version of the Oculus plugin and is getting different results than what's occurring with the the more up-to-date versions, and unfortunately I don't have a convenient way to test specifically what's happening on that version. It seems either GetConfigured() is returning FALSE and Link is applying a weird offset to the tracking or GetGeometry(PlayArea) is returning a very small rectangle that is offset in a way it should not be.
So the takeaway is that Oculus is using the Guardian polygon data where they should be using data for a calculated rectangular play area.
I'm updating the main post with a summary of the currently known issues that Oculus or other parties need to fix.
I can't help but feel the mis-alignment is Oculus's fault, too, instead of Valve's. I can't imagine SteamVR is doing anything special for Link that they wouldn't otherwise be doing for the Rift, and in my opinion the goal for Link should be to work exactly like a Rift does.
Two questions for you:
1) How are you fixing the boundary shift you're seeing in SteamVR? Put another way, how do you know what the correct values are so that you can fix it? Are you able to pull the correct boundaries directly from OculusVR somehow or did you just visually notice a correctable pattern in how the boundaries were shifted?
2) Have you noticed rotation being a problem, too? You can't use the Quest's recenter function while you're using Link, but try the following. First, open Link and observe what boundary and play area information you end up with. Then close Link, turn 45 degrees or so in real life (while you're at the Quest's home screen), and recenter your view by holding the Oculus button on the right-hand controller. Reopen Link and observe the boundary and play area data again. In my case, I'm noticing that the tracking orientation is changing relative to my Guardian boundaries, even though it should not be. I'm curious what that's doing to SteamVR's interpretation of the boundary data, if anything.
2) Yes, I'm noticing the same. When I do as you describe, the SteamVR orientation points the way I was looking when I recentered in Quest Home. You can see that clearly if you have the Center Marker visible in SteamVR.
In my case the rotation is not a problem because Stop Sign recreates the SteamVR chaperone completely, including the orientation of the center.
Thanks for both Ian and Ray to work on these issues together, especially with WMR+SteamVR controllers issues.
Link has never worked properly with the PC version of TotF. There has been a warning on the game's Steam store description for almost as long as Link has existed. The Quest update mentioned in the main post just made it behave even worse. The only supported way to play TotF on Quest is through the native version.
You don't notice the problem in any of the games you mentioned because none of them need to know about your play area. They just center you wherever you're standing and don't try to fit the game within your play area boundaries. TotF asks your PC for your play area boundaries and uses what your PC tells it. Your PC doesn't know and has to ask the Quest through Link, and Link gives incorrect information.
This is a problem Meta needs to fix in Link.
There's one-sentence tldr at the top. There's also a paragraph about it in the game's store description and the system requirements section explicitly says Quest is not supported.
This thread is for explaining and exploring the issue, which requires more words.