As the first in a series of posts giving out more detail on what Valve wanted to achieve with the Valve Index, a new Deep Dive post is up starting with information about the Field of View. Future posts will also be covering Extensibility and Mod-ability as well as Optics and Clarity so we will keep an eye out for those and let you know when they're up.
VR is something that's completely new to me, I've never owned one and the most I've ever tested is about 30 minutes of a Vive in a local GAME store and it was…weird. I want to be convinced, so perhaps the Valve Index will truly sway me over.
As for the FOV post, Valve said their goal with the Index was to "improve the overall fidelity of the VR experience, including visuals, audio, ergonomics, tracking quality, and more". Interestingly, I wasn't actually aware until this post that you could tweak the HMD's lenses distance to your eyes which is pretty handy and that's on top of the slider on top of the unit to adjust the spacing between the lenses. It certainly seems like Valve have made some interesting design choices, to make it as comfortable as possible for many people.
Also, if you missed it, Cloudhead Games put up a video to give some more details on their work with Aperture Hand Labs which might be worth a watch:
Direct Link
Sadly, I'm not actually sure if we will be able to check it out on the Linux side for those who were curious. Valve originally said we would be getting it, but after previews went up from tons of other sites and YouTubers our emails have gone unanswered on it. It might be a case of it not being ready for Linux just yet or Valve may have just lost our emails, whatever the issue hopefully those who did order it for Linux will have a good time at release. It really is sounding like a good step up for VR hardware, exciting times.
You can pre-order the Valve Index on Steam. If you're going to order the full pack, looks like it won't ship until September 30th currently since they sold-out on the initial batch.
what a shame you cant test it for us fellow linux-users, but maybe the linux-side of steamvr isn't yet optimized for the index. since i have the vive pro i cannot play on linux any more. the vive 1 worked very well (just one or two games didn't work well)
i am really hoping that the index will work again.
Interestingly, I wasn't actually aware until this post that you could tweak the HMD's lenses distance to your eyesThat's a necessity though, otherwise the image would be blurry for you. Most PC VR HMDs can adjust the distance of the lenses to match your eye distance, at least I'm not aware of any that can't do it.
Unfortunately I missed that first badge, but I guess I'll get one on the next round. I'm especially interested in the Index controllers (fka Knuckles). Those might be the best controllers for Beat Saber :D
I just hope my hardware I use for the mixed reality VR stuff can still cope with the higher resolution of the Index etc. But nevertheless, I'm very interested in getting an Index.
That was already a feature on the original Vive ^_^
Most PC VR HMDs can adjust the distance of the lenses to match your eye distance, at least I'm not aware of any that can't do it.
The Rift S at least doesn't have a physical slider
Unfortunately I missed that first badge, but I guess I'll get one on the next round. I'm especially interested in the Index controllers (fka Knuckles). Those might be the best controllers for Beat Saber :D
The first badge is being sent out "soon." The status changed a few hours ago. ^_^
To be clear, I've not owned any VR headset, so it's all new to me ;)
A VR virgin! Kinda envious to have this moment of "first time presence" again. First time with the Index should blow your mind
Ah okay. But they have a software solution to adjust the distance?Most PC VR HMDs can adjust the distance of the lenses to match your eye distance, at least I'm not aware of any that can't do it.
The Rift S at least doesn't have a physical slider
To be clear, I've not owned any VR headset, so it's all new to me ;)Yeah, I know, that's why I thought it might be helpful to explain what that stuff is needed for, or what might happen if you don't have that adjustment.
Ah okay. But they have a software solution to adjust the distance?
Yep. Not sure how well this works, though. Wouldn't buy it anyway
It's why I am so keen to try it, I'm not currently convinced by VR at all, especially with the price of the Index. Will have to continue waiting and see what it's like when it's released, especially on the Linux side, I hope they managed to get it nicely sorted.
I had my first proper experience with the original Vive and the effect of course wears off after some time when you get used to it, but there's still a lot of fun to be had. It depends of course also on what you want to play. Beat Saber is amazing, Project Cars 2 works also great in VR.
Deep Dive? they don't have the right to call it anything close to 'Dive' until they have some kind of neural interface or at least eeg based peripherals that can not just receive but also send signals. As long as it relies on gimmicky motion controllers, it's gonna be deep fail.
They are working on neural stuff. And motion controllers are "gimmicky"? Deep fail? Please.... :|
Beat Saber is amazingCan't find the source right now, but someone wrote:
Beat Saber wasn't created for VR, VR was created for Beat Saber!Somewhat true though :D
edit: ah, found it here. Slightly different, but same meaning.
Last edited by Corben on 19 June 2019 at 12:18 pm UTC
Last edited by Shmerl on 19 June 2019 at 3:26 pm UTC
oh yes. i am really hyped.Are you getting that screen tearing with the Vive Pro that I'm getting? That's the only reason it's not working here.
what a shame you cant test it for us fellow linux-users, but maybe the linux-side of steamvr isn't yet optimized for the index. since i have the vive pro i cannot play on linux any more. the vive 1 worked very well (just one or two games didn't work well)
i am really hoping that the index will work again.
Usually you can't fix that with software, because you need to adjust the focal point of the lenses. I know the Gear VR and the Oculus variants on that have no adjustable IPD. The Oculus DK2 also has no adjustable IPD. The Dive (a slap a phone in) does have adjustable IPD, because the lenses (the same that google later used for cardboard) were fully adjustable.The Rift S at least doesn't have a physical sliderAh okay. But they have a software solution to adjust the distance?
You can adjust a few things with software though, like the difference in breaking index for the colors.
So only the Razer and the Dive come to mind, and I think the high end Vive that have true adjustable IPD, instead of trying to fix as much as possible.
I have the luck that my IPD seems to be pretty common.
Are you getting that screen tearing with the Vive Pro that I'm getting? That's the only reason it's not working here.
No i have no screen tearing.the vive pro and sometimes my system freezes after a little while (like 10sec)
It's why I am so keen to try it, I'm not currently convinced by VR at all, especially with the price of the Index. Will have to continue waiting and see what it's like when it's released, especially on the Linux side, I hope they managed to get it nicely sorted.
I had my first proper experience with the original Vive and the effect of course wears off after some time when you get used to it, but there's still a lot of fun to be had. It depends of course also on what you want to play. Beat Saber is amazing, Project Cars 2 works also great in VR.
Deep Dive? they don't have the right to call it anything close to 'Dive' until they have some kind of neural interface or at least eeg based peripherals that can not just receive but also send signals. As long as it relies on gimmicky motion controllers, it's gonna be deep fail.
They are working on neural stuff. And motion controllers are "gimmicky"? Deep fail? Please.... :|
I tried the original vive too, honestly I don't get the hype. to me it basically just looked like a screen right next to my face (which is what it is) and gimmicky motion controllers. Fruit ninja was pretty cool though.
The only thing that was revolutionary was the ability to turn my head and it would rotate the camera, that's it.
What's gimmicky about 1:1 hand presence? It's not like Wii-Motes.
The only thing that was revolutionary was the ability to turn my head and it would rotate the camera, that's it.
Display-wise, that is the point. After staring at a game on a monitor for decades, it felt like stepping into the game for me - because I could look around inside.
They are working on neural stuff.
Research into brain-computer interfaces does exist; and although it's only taking its 'baby steps' nowadays, they're doing fascinating stuff. (Here's a collection of academic papers to show that this sci-fi sounding stuff is legit.)
Though I'm entirely certain that we won't see any application of this in entertainment within the lifetime of anyone alive today.
Last edited by walther von stolzing on 20 June 2019 at 5:06 pm UTC
Sorry not sorry but tried all three PSVR Occulus and Vive and so far if you wear glasses they all fail to be comfy for somebody who needs glasses ...
Sorry not sorry but tried all three PSVR Occulus and Vive and so far if you wear glasses they all fail to be comfy for somebody who needs glasses ...
I wear my glasses in the Vive, but to be honest my glasses are not very big or bulky. Also, I have another face pad that's thinner, which also helps of course.
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