Valve Index VR Headset In-Depth Impressions!
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Valve Index VR Headset In-Depth Impressions!

August 15, 2019


hey everybody its norm from Destin and
it’s Jeremy from Testim and welcome to a very special episode of projections
because we have the new valve index in house you went and tried this a couple
of weeks ago yeah you allude to the valves offices along with a few other
very lucky people and you had a chance to try it about 30 minutes not minutes
not very long and we talked about it previously in that hands-on video now
we’ve had about a week’s time with this a couple days for you to me try
different games it’s not out yet so we’re still considering this kind of
extended preview hands-on impressions episode two it’s due for release in
about a month okay so what did you think compared to how you saw it up in Valve’s
offices I’m really good I got more time with it cuz some things I thought I
remembered have changed I think it’s worth talking about specifically what’s
different about this headset and their approach like we’ve said before this is
valves own design like words previously they laid out the groundwork for the HTC
vive but HTC did the manufacturing here they valve is choosing the panel’s
valves doing the ID valve has all the say in this they’re shipping themselves
which is a big difference and right but I still think of the vibe is being
valves headset HTC did the manufacturing this is very much like they’ve thought
through all the design design decisions that they made in the first gen and
they’re rethinking things and this is their second generation headset yes and
from talking to the valve engineers it really became apparent that the origin
of this design really started with the type of panels they chose and that’s
really where we should begin okay so they went with LCD panels and set up
OLED panels yep two of the IR resolution higher resolution then the vibe but the
same technically the same resolution as like the vive pro and what you find on
the oculus quest there in each 1600 by 1440 panels but they are RGB stripe or
stds which means you also technically get more sub pixels if we’re a clearer
image and you don’t get that OLED you know pentile originally I have a feeling that
that OLED pentile arrangement which we had for both the original rift and the
original vibe is what lent itself to this screen door effect terminology that
everybody uses because it is like a screen door it’s triangular yes they’d
go like that whereas this is much more of a grid and to my eyes the screen door
effect is greatly diminished on this panel but on these panels what do you
think yeah I think absolutely now since I first went to check this out
you know the HP reverb we’ve tested that already and reviewed that and I will say
the eighth reverb in terms of just how fine the pixels are talking about so
many more pixels 2160 by 2160 for those panels I mean that’s a massive number of
absolutely compare to this all my point is that you know there is still room for
improvement yeah I agree with you that the screen door effect is greatly
diminished on this headset I was also interesting is of course how they
combined the panel here with the lens system to give you a wider FOV yeah I
feel the view this is a big thing there are really there’s too many things and
you haven’t mentioned the other one yet but that the field of view surprised me
like we had talked him out the frame rate and we will talk about the frame
rate and that’s what I was excited for but when I put this headset on for the
first time I said Wow because I did not expect to be so much more immersed in
the content by but it’s only like another 10 or 20 degrees right they call
it around 30 degrees so it’s really tough to talk about field of view
because that’s really dependent on your own head your eyes and how you have this
set up how you have it set up and that’s how you know they get this wider field
of view of the two ways one they actually angle the displays and the
optics off-center they’re at their Canton about 5 degrees which means you
do get a little bit less stereo overlap yeah
and it’s slightly different but it still looks like the same type of experience
and to the way you put it on there’s eye relief which you know the original of
I’ve had some early if you could move the faceplate up and close here this one
centimeter of movement which you on the side is only a centimeter it’s only a
centimeter of movement Wow that you get here because it in when you
have it on it feels more dramatic than that does right you can get it all
whipped close to our eyeballs which for me even wearing these glasses my lenses
were touching the internal lenses here they
were almost there so you can with glasses you can get close that’s where
you get the maximum field of view when I put it all the way to my face like I
felt like my eyelashes were almost touching those lenses I mean it’s super
close and it but what you get is this field of view that is wider than
anything that we saw in first-generation wider than anything even it’s what we’ve
seen this year from oculus now we will copy out and say there are other headset
makers like Pi Max who have done really wired field of use the starla the
Starbreeze headset as well what’s different with this is that they’re not
adding that much to the periphery where they need to re-render the game
differently right you know they’re really just pushing the panel’s closer
to you and it does feel more of your periphery yeah but it’s not wrapping all
the way around also the stereo overlap in terms of percentages is not as good
as the first generation where I felt like in the original vive the you know
the circle that both of my eyes saw overlaps almost entirely I mean it’s
very very good stereo overlap where does this one you get overall more of a field
of view but they do as you said they split them apart so where maybe they
overlap the boundaries of the overlap is kind of where they were in first gen
you’re now getting more in the periphery beyond them and when you have those
lenses push right against your face something I did notice is that in my
periphery I could see the edges of the display panel you know and which you you
have a rift or vive you push them run yet you can’t if you look around you can
see the rectangular panels and you can see that here in your periphery as well
it’s not distracting it’s just it’s there some people probably they ask
about that because they don’t want that yeah and I would say that if you don’t
easily solve with this adjustment that pushes the displays away from your eyes
you can eliminate that entirely at the expense of field of view yeah okay now
let’s also talk about the other big improvement with the panel which is the
refresh rate act this headset runs at 120 frames per second or in the beta
mode up to 144 Hertz you don’t even know it’s a beta mode it’s just available
yeah they call it a beta mode because you
told me that there’s some occasional tearing some in
since these between the two displays and then I was using it I didn’t see any of
that at all and I didn’t either art we’re both running nvidia 1080 cards
which actually struggle at 144 so i was not in that mode very much but i didn’t
try it and my first question was could i discern the difference between 120 144
and yes and in fact it’s not that hard at all to do a quick framerate check you
can jump into the steam home environment and just wave your hand and at 90 hertz
you’ll get so many hands as you know frames that go across your screen and at
120 you’ll get more 144 even a few or more this is all configurable in steamvr
you Lily just go to settings and there’s a slider you can even take it down to 80
Hertz if you want which is comfortable but you know the difference between 80
and 144 is super noticeable absolutely but it’s all a trade-off for how
powerful is your computer that’s right so if you have a massive graphics card
one of the new you know 20 80s or something you’ll be able to hit 120
pretty easily yeah and of course DVR lets you adjust
the actual rendering resolution the native for 100% was filling all the
pixels here tonight for my 1080i set auto and it jumped to 68 70 percent
render resolution I of course wanted to push it all the way up and then use the
composition use a reprojection to smooth it there is motion smoothing which is
different than motion blur motion smoothing is just a toggle box that lets
you just help compensate for any drop frames there is no motion blur in VRS I
think motion blur would actually cause a little bit discomfort it’s like that
post-process effect you see in more traditional light it works real well in
flat screen it’s one of those things that doesn’t translate that well yeah
they also have a cool little tool in their Settings app where you can
actually see how many frames am i dropping how often is it kicking in that
motion smoothing to compensate I mean it’s a really interesting approach to
display panel because you know on the PC side gamers have known for a long time
that having a high refresh rate actually matters people yeah play games on 60
Hertz for a long time and now there are 144 Hertz PC monitors with sync and that
are great in some competitive gamers can’t play without that right on VR you
have split philosophies you have on the oculus side you’re on the quests it goes
up to 72 Hertz and 60 Hertz and some experiences on the on the rift s it runs
it 80 Hertz which you still that’s a
presence and it’s comfortable right but I didn’t know that you can get so much
more out of 120 144 Hertz and feeling a more present until I you write the index
and it was hard for me to to go back to tiny bean I know what you mean it’s like
the iPad pro which has 120 Hertz for the scrolling and once you start moving and
it just feels more like reality yes and that’s the thing like what this 120
Hertz gives you a better sense of presence because it is more like reality
not in a spatial resolution kind of sense but in a temporal resolution I
also want to caveat that when we’re doing our test and moving our hand like
this you can see like it’s not perfectly smooth so it makes me wonder how much
more right you push a panel and if a panel went to double now what is the
limit of a human all right recognition more for refreshment what is the 8k per
I equivalent of memory right and I think we did some cursory Google searches and
some some research has been done say that humans can see up saving me a
thousand frames per second good luck in video right but that would be again
tremendous amount of processing yeah required but the 144 I’m running I mean
when trying all the experience I left at 144 I’m maxing out 100% scaling and I’m
just loving those experience 144 max resolution you would have been dropping
frames i was definitely dropping fucker in the steam home environment I was
dropping frames I was playing games like a beat saber and space pirate trainer
which don’t have a ton of graphical demands right and those games were
perfectly good but even something like like rec room I mean there will be
optimizations in the future you know I did notice a lot of polygons
it was just like with HP reverb right like there are trade-offs here and then
it makes me want a faster video card I will say because it’s an LCD panel the
contrast isn’t great yeah yes you don’t have those deep blacks that you get an
OLED panels so I do miss that from the original vibe but resolution and
framerate more than make up and something I do want to talk about is the
godrays and also the sweet spot some of the objects for the optics something
that you know having just only a little bit time previously I didn’t get a
fuller sense of and it’s they’re like God rays are there yeah and that sweet
spot is I think comparable to the vibe it feels
very first gen to me in terms of that exactly what you said it feels very I
was thinking like a by V it just feels like they brought the lenses over and
made the field of view bigger and I know they they said the lens configuration is
different there’s but in result at least on this unit that we use right like
getting the sweet spot once it’s in place and once it’s dead center and you
have your eye PD adjustment all done it’s great now you can move your eyes
around you can see really clear left to right especially with the wider fov but
if the headset moves a little bit and it falls off axis then things start to get
you know blurry you got to readjust and it isn’t something that I’d notice would
something like the rift desk right yeah while I wasn’t blown away by the optics
I was totally blown away by the audio yeah I feel like these speakers and they
are speakers they’re not headphones are the best audio solution that I’ve ever
experienced on a beer headset they’re awesome yeah yeah so they chose to do
and I can’t oh not even over that your ani or just like yeah they’re like you
know a couple centimeters away from your ear and there is a sweet spot for these
as well where you kind of adjust them it’s interesting that you can adjust
them vertically yeah and you can tilt them but you can’t kind of move them
around like you could on like a vive pro have a big range of movements so maybe
they really wanted to have it perpendicular to or parallel to your to
your face yeah but they are loud their basic we had to
lower the volume like that not only are they loud but they retain their you know
the fidelity and those loud volumes I mean these are quality drivers but they
also because they’re away from your ears they allow people to speak to you if
they come into the room you want to retain some connection to reality they
do that but they don’t do it at the expense of base low-end they sound great
I felt that there was just just something that felt more real about that
maybe it’s not having anything pressed against my ear right you know it’s it’s
like on the rift s where you’re an on the quest where it just works and it
sounds like you know the spatial audio sound like it’s in this room special
order here works great but it was just fuller
and I just like the tone quality of the audio playing something like a rotation
sim yeah it’s for me to remember that the original vibe didn’t even have
headphones they’ve made a complete reversal and they’ve made like the best
in class yeah let’s talk about the fit of there
head set design there’s so many different types of strap design this one
I’d say is kind of a cross between like the vive deluxe audio it’s a headset
right pro strap and and something like the vive pro one in that you know
there’s a extendable band here you rotate the knob in the back and that
extends but there is generous pad in the front and the back hey I love that big
pad in the back because it ensures that it cups around the back of your head
there’s like the easiest mistake for someone new to VR to do is not to cut
the back of your head and that makes the the fit not not as great yeah I mean all
the manufacturers have experimented with different types of foam even the deluxe
audio strap has pretty thin foam but I was never terribly like uncomfortable
with it this is actually very generous by comparison and it’s more comfortable
I actually I like this a lot I love the Smiths here whatever the material they
choose actually could pop out the facial interface for shoty it’s magnetically
held in but yeah I think it’s a nice touch because we have a couple people in
my household that use VR yeah we can get kind of sweaty sometimes it’d be nice to
have our own face that we don’t sell these separately and also the cat will
be available if people wanted to double their own but whatever padding they’re
using it’s it’s not exactly like your typical cotton like it’s not it doesn’t
feel like it’s been a pill and fluff up yeah
and underneath it’s almost like a really nice mousepad wrist gel yeah that’s on
here so it’s really really comfortable especially since it’s pressed against
your face on both the front and the back they also have this additional pad that
you can throw in and you told me that was for smaller heads and I thought
maybe this first you know my son might use it I used it and I actually think I
prefer it because if it moves the the tension from the sides of the head strap
on my personal head more towards the center to the back you can see that
right now right because when you put this on yeah the side padding doesn’t
touch her head and it spaces out you know big amount of padding on the back
yeah I’m a pretty sizable head too so like if I’m wearing a helmet it’s using
an extra large and it worked it with this pad in there it still worked fine
it was still a little bit of room for me to take the heads that off and put it
back on very easily all right from the back to the front and got to talk about
the front uses of course steamvr tracking so underneath here you have all
those sensors that look at the lasers that fly around your room but this pan
here pops off also magnetically and underneath here is what valve is calling
the Franck it’s a cavity or expandability with the
USB 3 jack in it okay and whoever you know wants to make a
modification for the valve index they’re free to make a modification I mean it
looks initially I thought this was cleared for like a magic leap or
something like that the motion that’s worth of course leap motion that would
do hand tracking in front of you and maybe somebody would develop that I
don’t know I know that they had developed just an like an LED display
that would go across front just for funsies but it’s me I mean this is a
company that knows the modding community better than anybody and they have
basically made an expandable VR headset I mean it’s kind of neat I can’t wait to
see what people do with it right they didn’t have to do that it’s adding extra
cost in developing hardware same with the cameras out here they’re not for
tracking they’re for computer vision there are either full-color global
shutter high quality cameras that you can see right now if you’re in the steam
menu you have that like kind of window in the world for for comfort same thing
that the vive always did yes exactly but we didn’t get access to the software the
experiments they were running that were allowed for some pass through some
overlay on top of the world whatever that’s gonna be right measure that’s
gonna be available later this summer they’re still tweaking the software but
it’s that gonna be a full field of view passed through from my demo when I was
at valve it did not fill the field of view of the heads but you did see a
stereo I did see so okay yeah okay was it the same thing was like a square that
hovers above your controller no no it was full it was it was it was like you
know slightly recessed from the field of view okay interesting yeah okay cuz the
cameras are in a different position than they are on the buy of the pro they are
so they’re wide-angle and I guess they could say we all right right cable wise
it is a tethered experience and the cable is long it’s actually a little bit
longer than the original vive by about a meter it doesn’t come with a breakout
box though yeah straight into the computer but you do get this proprietary
connector that connects what goes in your computer to the cable itself it’s
about an extra meter right here splits off a little Trident cable to power USB
3 and also DisplayPort so still requires yeah external power
twelve volt wall board that goes you know to your plug and then you plug it
in there I mean they do have this USB jack on the front I’m curious why they
need that additional power and the Rif test doesn’t exactly you know I wonder
what that is and there will be for $40 an adapter
that you can plug into here that will give you a virtual link and actually
take the place of all three of those so technically if you have a video card
that can sport it and pass the power and data like that would be sufficient this
is just their standard at the same time you’re never disconnecting these once
you’re plugged in yeah yeah exactly once these go in that’s it I also like the
quality the cable you know having gone from different headsets recently you
know the original vibe even like the HP reverb I I don’t like the flat cable
it’s like you know on the vibe yeah three cables kind of kind of going
together right and while they’re the same length like it doesn’t boil up as
nicely no you have to coil in the direction that it wants exactly when
they drape in my room like they kind of stack and sometimes right wound up this
is more like kind of on the original riff which is one solid cable and yeah I
just like that it’s a slightly better design of course the whole system
supports a steam tracking 2.0 and this full skit came with two of the trackers
neither of us used them we didn’t have to because it’s completely backwards
compatible with steam 1.0 lighthouses if you already have those set up in your
room which we did and there is absolutely no problem using those
absolute no problem this just gives you a wider tracking more objects maybe for
location-based experiences yeah we need them I found for the home I’m pretty
good with the 1.0 s let’s talk about the controllers yeah cuz this is a big deal
yes the with these were in development for years we had will come on the show
quite a while ago one of the first developer kits and they’ve evolved since
then even they used to be called the knuckles controllers now they’re
officially the valve index controllers and Wow
are they an improvement over the original five ones I mean that they if
this were to become the de facto standard you know if for whatever reason
this was the new like touch controller for oculus and this was just what
everybody wanted to use I’d be totally fine with that it’s a really great
controller I think we talked about funding or anomic lis how it’s different
and also functionally the potential here ergonomically of course you are no
longer having to hold on to something firmly the whole time it has
strap here which is cool because you can adjust for hand size like there are a
couple different spots here you slide here and what I find is you don’t need
to have this super tight you know you press the button for release have it
medium tightness because it is elastic like it does grip your hand you don’t
have to just strap it down yes and it’s the same soft material that’s on the
headset so economically being in games at any game of course support this
because all you means is that you don’t need to hold the controller to me will
relax your hands yeah and there’s no strap to put it on your wrist like a
safety strap that it’s inherently built into it so now because you can let go
like there’s no more holes in your wall or broken TV screens thank goodness yes
and then functionally there are just so many sensors on here I mean let’s run
through them you have your typical buttons right you can press there’s a
thumb stick which also is a button you can depress you have an analog trigger
of course the trackpad that was on the previous life controller is the
functionalities retained but the design is different it’s now kind of like an
oval goes it looks like you should only be able to stop by down and down right
it still works left and right right which is cure so it’s still clearly a
touchpad is it’s not just a vertical meter yes it also has a sensor on it so
you can press down right and you get foe feedback and then they call this the
CapSense sensor and he took capacitive sensors where he tracks the three
fingers from middle ring and ring and pinky finger yeah when they’re on and
off and calibrates it in real time plus there’s a four sensor in there for
gripping right yeah so that’s quite a lot you didn’t even mention that all of
the surfaces up up here all the buttons are capacity right yeah so just like the
touch controller if you tap on them if you don’t impress them you just lightly
touch them the system knows that and it’s just like everything that you do
with your hands is now mimicked it’s like on the touch controllers it was
kind of binary as far as like your pointing and gestures that you could
make now it’s when you do this in game you do this in game yes now games were
supposed to particularly to support this out-of-the-box existing steamvr games
because all of the buttons here and all the interfaces are mapped to the
original vibe control yeah and that that is hit and miss for me at best I mean I
had a very hard time in rec room turning because for instance on the original
vibe controller you would swipe left and right on the touch
it’s very hard to swipe left and there’s such bad man only way to turn I almost
wished that and they would never do this but I almost wished they that the
default compatibility mode was to make these look like touch controllers
because then that would work fine you got a joystick you got your two buttons
and you’re probably pretty good to go and you can remap in the software now
developers are working to build in support for the the finger tracking in
their game so couple experiences we’re able to try out had the finger presence
right so like vacation simulator your gloved hand actually your your fingers
could come out yeah which is it doesn’t you don’t need it for the actual
gameplay no it’s not for that gameplay it’s just a little further immersion
yeah exactly but there was a game that actually did incorporate it exactly
that’s valves very own sort of onboarding game
yep mature hand lab yeah they call it it’s like another version you know of
the lab and it’s in the portal aperture like it fantastic it’s typical valve you
know quality voice acting is phenomenal the graphics are great the animations
are all there and it it’s just an excuse to make you do things with your
controller that you’ve maybe done before and definitely some cases haven’t done
before so you’re saying that there is a one part of experience you love where
you were full you’re asked to shake the hand of a robot and yeah what did it
yeah I hope I’m not alone because because one of the robots asked to shake
your hand you reach out and you grab as you’re doing many games and in you know
in vacation sim and other games you’re now grabbing things by literally
grabbing so I before reached out and I grabbed his hand and he said that’s
great if you want to get my hand a nice little gentle massage but if you really
want to shake someone’s hand grip it with force and so that’s what I realize
that it really matters how hard you squeeze this yeah and it it’s pretty
cool I mean that that then becomes a way that you can grip things and pick them
up and it actually has a better impact on what you’re doing in game I mean it
makes me think about what developers can do because right now in a lot of games
I’m sorry use like shooting games for example there are basically two ways to
think about how you hold like a weapon right you can either have it be a toggle
where you grab something I need to suck your hand you don’t need to press the
right button or you could have it in like a game like Robo recall on the
oculus we have to hold the grip button down
because once you let it go you drop the gun here you have an extra state where
you can rest your fingers and that axe is a grip but if you squeeze it maybe
that changes a gameplay variable like if you that gives you better aim like more
control less recoil or something another option for developers to incorporate
into the game design it’s just more like reality it’s it’s like you know when you
do like a location-based experience that has peripherals that you can actually
reach out and touch this ability to to let go and grab things is now a lot more
parallel to reality so for instance in a vacation simulator you welcome to the
telephone you reach out and you literally pick it up and you hold it up
here for all I know I’m holding a phone I mean it feels the same way as as it
would if I was gripping a rotary phone it’s just more like reality and that’s
fantastic from a VR interview standpoint one of the things that the verbs that
Nava talks about to be able to do with this controller is the pinch action
being able to use your thumb and index finger to grab something and with the
force sensor be able to grip it I don’t get enough of that in the demo don’t
know how comfortable natural that’s gonna feel so I’m really curious what
they do with that in the future another thing with finger tracking is you now do
things like rock-paper-scissors that’s fantastic and that’s another part of the
onboarding software hand lab so yeah you know the robot comes out and he wants to
play rock-paper-scissors with you and you literally play the game I mean you
can win it you can lose it you can have ties and of course it’s even more fun
just to not throw anything out and see what he says but it gets it like thrown
out you know scissors paper Rock and you’re playing the game developers have
had the knuckles controllers or now the index controllers for a while and some
have built-in support you’re able to play a game mainly game shadow Legend
would you think of that right yeah it was basically any game that has built-in
support actually plays really really well and this is one where if you have a
sword at your hilt you literally grab the sword again using this mechanic and
it just feels right like this feels like the hilt of a sword I’d be perfectly
happy wielding it in the same way that used to a vive wand and now you’re
gripping like this but the fact that you’re literally gripping it makes sense
I mean the five used to have buttons on the side of their one but it wasn’t the
same thing it wasn’t this capacitive like force sensing grip even games that
don’t have a direct support be able to still relax my hair
yeah but like really just made me more comfortable in what made me able to stay
and experience as longer like just go meet in the lab for example the valve
series of demos there’s an archery game and having these index controllers in
the archery game and another relax my hand on that bow yeah it just made it
more fun well exactly with with vacation soon one of my favorite things is that
gym teacher who’s in the ocean and she wants to bring her the all different
balls you can bring you bring in the beach ball and you play you’re basically
the catch in that catch but you pass it back and forth this is fantastic because
now I’m actually playing like I wouldn’t real like my hands are open and I’m
playing like this with the ball and I’m hitting it like I normally would and and
I actually I got a better score that way I don’t know if that’s just by
coincidence or what but it just felt right mm-hmm it does you know beg the
question of now there’s different amounts of input parity yeah
even in there’s no input parity going forward between the ecosystems even via
our ecosystem like some people have more options so be like one what the killer
app is right idea yeah and to what that experience will be like
yeah well I’d be okay playing with existing touch controller or the vive
wand versus this I do hope that there is a way to by the time that they release I
hope there’s a way to configure what the default controls are how does it map to
an original vive controller if the developer hasn’t taken the steps to
integrate support directly for the index controllers and that’s the thing even
though we’ve had a week to use as there’s so many questions to be had
their optimizations that they’re gonna do on there and the software isn’t fully
baked yet right so in the time between now and when this ships
hopefully we’ll get more sense of that but this is available for pre-order in
North America or US and Europe and it’s $1,000 for the full set if you just want
the headset $500 for this if you just want the index controllers $280 for that
there is a bundle $750 for the headset and controllers and the base stations I
think are 150 each so that’s what’s available right now we’ll be doing more
testing of this as we get close to its release date but you have questions
about index about the controller’s about the experiences things that we
may not have picked up on please come along the journey with us ask the
questions in the comments below and we’ll do our best to test those ahead of
release but that’s it for our extended impressions of the valve index
it’s called Episode two I don’t expect there to be an episode three very clever
we’ll do a review next time and thanks for watching and we’ll see you next time
bye

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  1. I'm both near and far sighted, at what distance must you focus to with glasses. I assume progressive glasses will not work since you cannot move the screen relevant to your eyes

  2. Does anyone know what the minimum specs are for a good experience? I have a VR capable PC but it definitely isn’t the most powerful PC ever.

  3. 60 Hz was popular is the dark age between 2005 and 2012; between the slow end of CRTs and the start of 3D TV LCDs being repurposed as high refresh gaming LCDs with strobing.even DOS defaulted to something like 70 Hz and 75-100 Hz was standard desktop refresh rate in win9x. A descent CRT could crank out 160 HZ in the early 00’s. The future of high end was obvious; and then came a new dark age where the benefits of high refresh rate, strobed panels were forgotten and 60 Hz screens with pukeorific ghosting and terrible black levels became standard because they were slightly cheaper and didn’t weigh as much as a brick shit house. It became common knowledge that ’the eye can’t see more than 30 FPS’ and other inanity.

    I didn’t get it. Was there some kind of stupid-virus going around or is marketing really that effective?

  4. What I wish they could do was just put it as a TV for like an Xbox without all the motion control and stuff that way you can play two player like Ark

  5. Great video.
    I'll be switching to Valve Index after being disappointed with the Rift-S and Oculus on their recent choices to suppress developer innovation.
    I just hope revive continues to work to access a few games in my Oculus library. But I'd imagine I will grow out of them anyway.

  6. Could someone clarify if the Valve Index VR controllers could be bought separately and used with something like the HTC Vive?

  7. also if you use vr you want to be immerged,so the excuse,we went this route with the audioo so you can hear people in real life, is pretty cheap to me,just get the speakers off peopel buying a vr headset is a die hard gamer most likely,and pc gamers have good surroundsound headsets that actually block out the unplugged sound,so the speakers on this headset drives up the product pricing for no other reason than to show that they can.

  8. I have a question which may seem kind of simplistic but I just want to confirm my logic. I am a newcomer to this and want a VR headset to use in DCS. The Rift S IPD does not suit me. I do not need the hand controllers for my setup, so if I just ore-order the Index headset on its own and buy some used Vive base stations I should be good to go. Am i right??

  9. "I wasn't blown away by the optics but by the audio" doesn't invoke much confidence for the product. I use my pro headphones anyway and a VR headset should be optics 1st in my opinion. So I'm basically back to square 1 again on which headset to choose over my current Rift 🙁

  10. The rift S needs power,it uses usb but many people have blackouts and white static,I would wager that’s due to power constraints.

  11. When will WMR start using more cameras and better knuckle like controllers? I was hoping Samsung did more customizing their controllers and having them do more like knuckles. I do hope they can add more cameras or I will end up going getting something else. The WMR doesn't have really any good exclusives to like need one but they are pretty cheap and entry level for sure. If Samsung doesn't come out with something better I will get the Index by next year.

  12. I wonder if the pad is made with polyester cause that is better than cotton and doesn't clump up over time.

  13. What kind of PC would I need to play this at a decent frame rate? I’ve never had a decent PC before and I know zero about the graphics cards and all that. That’s the only thing that stops me from upgrading from my Xbox to PC. And money of course but if I had an idea of how much it would cost I’d try and save up and get a decent PC

  14. Looks amazing but I still don't think it's considered "Gen 2" yet.

    More like a supreme Gen 1. Plus, there aren't that many exclusive launch games for the Index, so it just feels like a continuation of the current VR generation.

  15. "I hope I'm not alone here." Trust me when I say as far as the populace by and large, you are very much alone. I'd say at most maybe 7% of gamers as a whole own vr headsets. It's pricepoint is autistic and yes that word applies.

  16. One public question i meet al the min requiremtns but the GPU. I currently will be trying to run this beautifull device on a GE62VR 6R Apache pro that comes with a 6gb GTX 1060. With the compatibility app it says that i should get a better GPU. does someone knows if this grapic card will be able to run properly, i mean i do not ask the top resolution but at least being able to use it. Should i even consider buying this product since i dont want to change my laptop, cause i dont even know how to upgrade my graphic card. or should i wait for the vive cosmos which i believe with the test app i will be able to run it properly.

  17. Fresnel lenses will never be as good as real lenses with coatings. It's a way to save money, not weight.

  18. Same mistakes as in the 90s, either Valve needs to make another Half Life for Index or this medium will die.

  19. I hope hand simulator makes it so you can use these controllers, because if you know that game you control each individually finger with your keyboard. It does have VR but you only use the headset and sit down and use your keyboard the controllers are not used. It would be an AMAZING experience!

  20. So you say that OLED screens suck? Byeeeeeeeeeeee!
    Oh! And I'd rather stick to Samsung odyssey…cheaper, wireless…controllers not that awesome, but hey! For the price!!!

  21. As a starter on the VR market, with a i5-8400, 8gb, gtx 1060 pc, would you recommend this one or the oculus rift S?

  22. 9:38 I was testing real life`s refresh rate by waving my hands. Looks like a zillion fps. Real life wins. Mankind still has its work cut out.

  23. You guys are completely wrong about the resolution. It has been confirmed by valve that the resolution of the cosmos is 2880×1700.. You should revise this video, as it's a marked difference from your falsely purported specs..

  24. I just want to know what your favorite headset is on the market right now? Which one should I buy on your recommendations?

  25. Extra power cable is fantastic if you ask me. USB power feed is so problematic in so many motherboards (and even powered hubs).
    Even with 2.5" USB hard disks that supposedly only use USB power, I have solved soooo many problems by changing the USB 3.0 cable with a split cable that plugs on an extra USB port for power (or better a USB charger).

  26. Holy JESUS that is SO not worth $999. Just the head set and 2 controllers will cost you $750. No.. buy the Rift S.. play abunch of games/stuff. Then use the Valve index. You WILL not come away with OMG the VALVE just blew me away. Its not worth the price. Money is not the problem.

    Your watching them just take people to bank and NO ONE says anything.

  27. Excellent video! Do you think an RTX 2060 laptop with an i7 8750H would be able to run the index well??

  28. Valve is shipping them selfs, oh shit I'll get it by the time HL3 comes out. Wait WHAT the STEREO Overlap is not good when you get closer ?? R U FUCKING KIDDING ME?

  29. 9:17 whats he talking about fps stuff being backwards? in VR the FPS and latency and responsiveness has been much more important than traditional screens since day 1. i dont understand.

  30. Frame rate and hz is kinda wonky to translate to the real world. Can we see up to 500fps? If a photo popped up for 1 instant, for 1/500th of a second against a white background, you would probably see it. Maybe not the detail of the picture, but you'd know it had popped up.

  31. I don't care how great people say it is, I'm having the perfect amount of enjoyment from my Rift and after the Steam Link and Controller, I'll never buy a piece of hardware made by Valve again.

  32. One thing you didn't really mention, and also one thing that's kind of holding me back from buying one, is the current lack of content. We're so far ahead from a hardware standpoint than we are from software content. It's kind of like when I bought a 4k TV when they were FIRST released. Joke's on me because I could barely watch anything in 4k after paying $2000 for my tv. It would probably be more enticing to me if there was a large content library out there and some awesome games, but for now I feel as though the games are mini games, or test type games for technology. I think it's for this reason alone that I might have to simply go with a cheaper alternative for the time being.

  33. I have an 80hz Rift S and a 165hz G-sync LG 32" on my GTX 1080…honestly I don't really notice a huge difference when I use my VR headset. Unless I'm whipping my head around which wouldn't be comfortable anyways, I don't see this "many hands" or ghosting like they said. 80hz is fine honestly…but I will say that I'm glad that Valve is pushing towards a higher refresh rate anyways.

  34. Unless i missed it. You guys should state your test computers' parts. Mainly the cpu and gpu and maybe the ram.

  35. you should go on steam and download are you ready for valve index before you buy it it will be under tools when done downloading

  36. The reason it needs additional power is because of the amount of shitty and inconsistent quality "USB 3" cards out there. Many of them do not deliver the power these headsets need. I went through 4 amazon returns before i got a card that had the throughput to drive the Oculus CV1

  37. They need lenses that curve around your head,
    to make your entire field of view in VR and eliminate the goggles effect
    I was hoping 2nd Gen VR headsets would do this

  38. Cool. I really love VR. I hope it'll become 16K next year and batteries would be way better, no tether so everything can be done in VR (3D animation, 3D modelling, spreadsheet, word processing, multiple monitors, etc.).

    God bless, Proverbs 31

  39. I feel like Vive Pro + Wireless Adapter, then buying the knuckles controllers separately, is still currently the best possible set up, over a full Index set-up.

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