I really like being able to run around my Steam VR home as if I'm running around my physical room, which means I need to lay out the bounds and the objects in VR space to match my physical room as closely as possible so that when I go to jump on my bed in VR I actually am jumping on my bed in real life, etc.
read moreSteam VR Home. The biggest issue is you have two coordinate planes you're creating, both of which sit on top of physical space. Now physical space origin is say the center of your room. x=0, y=0, z=0. Then you've got your guardian layer, which is WMR or Oculus. This actually looks at the walls and figures out where you are with respect to physical space. This basically can never go out of sync with physical space, otherwise you'd run into walls. There is clearly no issue and nothing to be done with regard to mapping WMR/Oculus onto the physical space. There is however, on the WMR/Oculus level, your "starting/standing position", which we'll call "WMR origin" here. This is critical, and can be changed easily. In the simplest case, if you had a 10x10x10 room with no furniture, would be the very center of your room. You would stand at that exact position ((0,0,0) in physical space), and then tap "WMR origin". But the "WMR origin" isn't just an origin, it's also a vector (the way you're facing). So it's really the "WMR origin vector", so we'll call it that. If you had a TV on one wall, it'd be pretty natural to face that TV before you get started in VR, so to make it so that you don't have to turn around when you first launch VR, you'd face the TV and set the WMR origin vector. If you stood in the center of the room and faced the opposite wall from the TV and set WMR origin vector, every time you started VR and were facing the TV you would have to spin around to see the main panels shown when you start Steam VR. Not actually that complicated. Now for the hard part: you want to get your real room to match VR space. Set up your VR bed, etc. This is tough. The only decision for this really though is where you are when you set the WMR origin vector and what direction you're facing. SteamVR Home always works like this: you spawn with a "recent apps" screen in front of you, with a "popular games screen" on a wall to your right, and then to your left is an outdoor space, and behind you is a wall with some paintings. There is more space to your left and right than there is in front and behind you. So a couple considerations for the position part of the vector: • If when you're facing your TV you've got a room that is wide and not much space in front and behind you, then doing what's natural for setup works fine (face the TV when doing setup). • If when you're facing your TV you've got a room that is narrow but plenty of space in front and behind you, then you should turn away from your TV toward one of the other walls and set your vector facing that direction. That way, Steam VR's wide spaces will line up with your wide spaces. Things will be more natural that way. Now for the position part of the vector: where do you stand in your physical room when you set the WMR origin vector? • No matter where you stand, it should be perfectly repeatable: i.e. it should be an anchor point, like the corner of your bed that never moves, or the corner of two walls, or a marker on the floor. • You can choose any point that's repeatable, and try it. If you find that with that starting point, you don't have enough _virtual_ space to lay out your room (i.e. say you stand in the center of your room, and you set the WMR origin vector, and then you're laying out your room and when you try to setup your TV to match where it is in physical space, which is in front of you, but you're hitting a virtual wall in SteamVR home that prevents you from placing it there, just change your WMR origin vector to be a couple steps CLOSER to the wall in physical space, that is, wherever originally set the vector, walk a little closer to the direction you want more space and then set the vector there. If you get to the point where you can't walk any farther, then you're going to have to choose a different orientation and retry. Other terms: "Reset position" • Basically never need to use this if you only walk around your physical room to set things up, and don't use the • Say you set the origin of the WMR space to be the center of your room. Then you walked 2 feet forward, then jumped 4 feet back using the controller. If you pressed "reset position", you would be place 2 feet forward from where you originally spawned. This just figures out where you are in physical space and puts you "back" there in virtual space. It's equivalent to pressing "Go Home" or quitting SteamVR and reopening it. "Reseting standing position" in Steam Dashboard: • This is mostly helpful for when you're in a game and you have an unevenly sized room. Say you need more horizontal movement in Game A because you go side to side like Beat Saber. Face whatever direction you want that allows you to move left and right the most, and press Reset standing position. This is basically a "soft" version of the WMR origin vector, because it's something that gets reset when you close and restart SteamVR. My tactic: • Just line up the SteamVR outside with my outside, and figure out how to make everything else work within that. The rest doesn't really matter.