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It is time! I finally have a Valve Index with thanks to supporter Scaine and it has genuinely blown a few braincells away with just how incredible an experience it actually is.

Unlike some, I wasn't originally sold on VR — at all. Partly because of the price factor, which is a genuine issue to adoption, especially with the more limited VR options on Linux with just the HTC Vive and the Valve Index. The big point was the idea of having a weighty device strapped to my face did not appeal to me. I stayed mostly away from it and didn't follow much - oh how wrong I have been all this time. It's simply like nothing else.

The Setup

I was expecting to come across lots of issues getting it all setup. Being much more than pleasantly surprised, it was click and play. Seriously, it can't get any easier than this. Read the instructions, plug everything in correctly and load the VR settings to calibrate things. After that, headset on and away you go. Okay, that's a slight lie. I did have one issue, which is audio not auto-switching to the headset but adjusting that quickly with PulseAudio Volume Control that makes it really easy to switch things around. Now that's all sorted and no problem.

Updating firmware for the Headset and both Controllers also worked perfectly. It tells you when an update is available, you click a button and it just does it. No fuss at all. Honestly, on an up to date Linux distribution - the SteamVR setup is ridiculously easy. You don't even have to opt into any Beta, or resort to anything on the command line, everything is nicely in the Steam UI.

System Specifications

  • Distribution: EndeavourOS (Arch Linux)
  • Kernel: 5.11.16
  • Desktop Environment: GNOME
  • RAM: 16GB
  • CPU Model: Intel i7 5960x
  • GPU Model: NVIDIA 1080 (v465.24.02 driver)

Technically, according to Valve's GitHub SteamVR is still a development release for Linux. So even though they don't seem to consider it properly stable for Linux yet, the situation is still technically extremely impressive. Whoever has been working on the Linux side of SteamVR at Valve - keep it up, you're doing awesome. VR overall is still pretty much in its infancy really and to have Valve support it like this on Linux is again amazing - when you think about the small user share of the operating system for the desktop.

I only have quite a small space to do my VR in too, and even here it works very well. Initially trying out the room scale, where you need to map out your area by walking around while holding down a controller trigger, it only just gave me the okay with a few gentle area tweaks. You don't actually need a space that big which was something of a surprise. That said, I nearly punched out a window and walked into a wall and a door - so standing-only it is with not too much movement. Even so, the standing option still has quite a bit of leeway on foot movement.

Don't have much more to say on the setup, because there's really not much to it. Plug it in, install SteamVR and some games and that's pretty much it overall. No fancy steps needed, because Steam handles everything rather gracefully for you it's just so damn impressive.

Notes for streamers and video content creators

If you're going to capture footage with OBS Studio, ensure you have unchecked the option to capture your mouse cursor. I found that out the hard way with ruined footage due to a nice big cursor in the middle of it. See also: our first VR livestream VOD.

Additionally, it's better to capture the VR View, rather than the game window as you can set it to capture both eyes to give viewers a much wider angle and it just looks better. For both eyes it does give a slight transparency bar towards the centre where it merges the two but it's still fine.

To access it, open the menu from the SteamVR Status box and hit Display VR View. This window seems to have some weird non-standard behaviour and doesn't correctly fill the screen for capturing, so you can force it to adjust with a simple command like this (thanks Corben!):

WIN=$(wmctrl -lG | grep VR\ View | awk '{ print $1 }'); wmctrl -i -r $WIN -e 2,0,0,1920,1110

Weirdly, you need to move the VR View window around, at least once, for that to actually work first.

Side-note: during all this I finally found a workaround for when OBS Studio decides to give a black screen when capturing some windows. ALT+F2 and enter "r" to reload GNOME Shell, magically then OBS can capture the window it previously showed as just a black screen.

The Feels

As someone who doesn't have the best vision and has to wear glasses, that was something I was concerned about. As it turns out, not an issue. You really can wear glasses quite comfortably with the Index headset squeezed on tight. Valve clearly though about many types of people and faces when designing it which is quite a big relief. Thankfully it means playing for longer periods is possible without major eye-strain. Although, you can also get special lens cover inserts through VR Optician to match the strength of your glasses which is certainly interesting.

You're absolutely going to want some lens protection though! The Valve Index can be easily scratched, so get some covers on it. I went with the Valve Index Lens Protector from Prettygood3d on etsy, along with a simple silicone cover for the Face Gasket so it can be kept clean and fresh a little easier.

Something else that's been really freeing for me are the controllers. I have a permanent injury in my right wrist, which is painful often and using a mouse or a gamepad can really aggravate it. The Index controllers though? No problem, there's no pain at all. It's strapped to you and moves with you, it's been so freeing.

Game Selection

Right now, the selection of games is limited — for Linux especially. Currently there's around 2% of people on Steam that have a VR set hooked up (Steam Hardware Survey), so we're clearly talking about a niche within a niche here so it's not exactly surprising. Thankfully, Proton exists which saves the day here pretty much. Without it, there wouldn't be much VR at all on Linux and considering how it's a small market inside the clear niche, it's going to stay that way for a while to come.

Games tested and working well so far include:

  • Half-Life: Alyx - native
  • Groove Gunner - native
  • Beat Saber - Proton
  • Pavlov VR - Proton, although that I refunded because frankly it felt poor. Guns vanishing all the time made it a nuisance to play and so just wasn't fun. Seems to be by design too, quite a lot of complaints about it around.
  • Spider-Man: Far From Home Virtual Reality - wonderful for kids.

Pictured - Groove Gunner

Initial Gaming Thoughts

Where to even begin on how it feels to play? I now understand why people suddenly started asking for VR versions of games. I have joined the ranks of people wanting more full VR experiences. VR is something you truly cannot appreciate unless you have actually tried it for a few hours - there's no really good way to describe it, it just transforms everything.

Movement is the worst part to get used to as a newer user. Thankfully, when you buy the Valve Index they kindly throw in a copy of Half-Life: Alyx, which has different movement modes built in. For new VR users, starting with the Blink movement mode is a must, allowing you to quickly teleport to a location. The first time I tried the traditional stick-based push to walk movement mode, I nearly puked everywhere, it was really quite horrible to see everything moving like that so close to my face without me actually doing the walking. Like most things though, you do eventually get used to it and quicker than expected but it still makes me feel a little dizzy when used too much. So, Blink is the best to avoid sickness.

It's such a convincing experience in fact, that I often get vertigo when looking down from a height in VR. The experience is certainly an impressive one. Overwhelmingly impressive when you first start that is. I've bumped into many things, nearly punched through a window and more, it's an experience that simply cannot be compared with when it comes to gaming - but you do need the right games for it.

Half-Life: Alyx, for example, is the gold standard on a full VR story experience. Not surprising though, if it was anything less people would be seriously questioning why they got the Valve Index. The graphics are simply fantastic and the gameplay is brilliant. It's very much a Half-Life game down to the core too, everything about it reminds me of Half-Life 2 but turned up to 11. At times it's so tense you might pop, other times it's just wondrous to walk around a bit and interact with various parts of the environment. An absolutely extraordinary game, and it's pretty darn scary too. There's been numerous times I've completely forgotten how to reload in a total mad panic.

Enjoy a few minutes of me failing in the below video:

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The tenseness of gaming in VR can be quite a strain too. Stretching first is a must, as is trying to remember not to stiffen up. Playing faster paced-games like Groove Gunner, Beat Saber and the likes can easily make you sort-of lock up. Keep moving a little otherwise, you're going to ache. Bending your knees a little is a must. I forgot once or twice and felt the pain after a session.

What I am most surprised by is the performance. With my NVIDIA 1080 (as our 2080 is in a different machine), it's been very smooth with the titles I've put some time into. I was fully expecting to need to pull out the 2080 for this but so far it hasn't been needed.

Technical Issues

There are some technical issues to be aware of though. The situation is far from perfect. For starters, sometimes SteamVR as a whole just dies on you. You might be trying to load a game, and find yourself stuck in the loading area limbo and - nothing happens. On top of that, the in-game SteamVR overlay often just doesn't work so you have to restart SteamVR until it does. Thankfully, restarting SteamVR is a pretty quick experience so it's not too much trouble but definitely still very very annoying.

Out of the box the microphone will also not work, this is an issue with Pulse Audio it seems. Opening this file:

/etc/pulse/daemon.conf

And setting this:

default-sample-rate = 48000

Will fix it and then you have the working microphone. However, some times the microphone seems to just fail to initialize or be picked up by Pulse Audio. Restarting SteamVR and the headset seems to fix that. Doesn't happen often but it does happen.

Like taking screenshots? Well, here's another problem, you can't take them with the controllers. F12 on the keyboard works but it seems still years later it's not working as it should be and that's not helpful when you have a headset on. Want to adjust your volume in the SteamVR Overlay? That doesn't work either, also hasn't for years.

Games played through Proton often seem to have audio crackling too. I'm not entirely sure yet on a good solution to properly solve it. Setting the commonly given "PULSE_LATENCY_MSEC=60 %command%" launch option does nothing, restarting Pulse Audio also does nothing. The only way I've found is having Pulse Audio Volume Control open. It would be good if the root cause of this issue could be found, as it's the single most annoying thing about SteamVR on Linux right now.

If you're a Twitch or YouTube livestreamer, getting the chat to show up in your HMD is not exactly click and play. Sadly, there's currently no really simple way to do it. I'm currently waiting on Collabora upgrading xrdesktop for GNOME 40, so I can bring over a transparent chat window overlay. Once that's working, I'll be testing and reporting on that.

Lastly, not a technical issue but something to know - the Base Stations give off quite an annoying high-pitched noise when turned on. Thankfully though it is quite quiet but I imagine for some it could give headaches but you don't hear it when you have even some quiet music on so it's not too bad. The Base Stations on Linux won't power down when you're done. Not a big problem but the sound is annoying, you can try something like the SteamVR Utils for Linux or just have them in a switchable power-socket which is faster than any powering up/down via software.

So, there's plenty of rough edges you need to be aware of when doing SteamVR on Linux. I've covered a few on the main annoying bits here.

More thoughts

Is VR like this the future of gaming? Originally, I would have laughed at anyone who said yes. Now though? I'm not so sure. It's so ridiculously immersive that you forget you're even wearing a headset. To the point that I've punched the headset a few times when bringing my hands up — woops. Still, a high price and wiring everywhere are two issues I hope are eventually solved to make it the future. More headsets are coming out at lower prices which is good and wireless is coming along so eventually they might be a much smaller issue. Hopefully something like Monado can be a standard for getting more headsets working on Linux.

Also, once you've got your full kit, that's not the end of your expenses. Oh no. You're going to want replacement face covers, or a cover to put over your existing one to protect it further. The previously mentioned lens covers to protect them too, the high of buying up all the VR games you can get your hands on to experience more of it, controller covers, perhaps even a pully system to hold up the wire from the floor and the list goes on. Prepare to splash out and get seriously broke.

Playing in VR definitely makes going back to flat/pancake (or whatever you want to call it) gaming feel…weird. Everything else now feels so far away and moving a mouse to turn a camera? What is this, the stone ages? I need more VR, MORE! That said, I can't imagine how sweaty and gross an experience it's going to be in the hotter months of the year, and in the UK we don't really have houses with air conditioning but we do have plenty of insulation so we're not exactly ever prepared for warmer times.

While my time with it is limited so far (SteamVR says ~33 hours clocked), it's already safe to say that VR on Linux with the Valve Index seems pretty fantastic. I do hope many more people get to experience it. It's a complete brain and senses overload, it's amazing.

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I am the owner of GamingOnLinux. After discovering Linux back in the days of Mandrake in 2003, I constantly came back to check on the progress of Linux until Ubuntu appeared on the scene and it helped me to really love it. You can reach me easily by emailing GamingOnLinux directly.
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poisond May 11, 2021
Quoting: TheSHEEEPImagine a game like Serious Sam or Doom Eternal in VR
I don't need to imagine:

https://store.steampowered.com/bundle/5145/CROTEAM_VR_Bundle/

Quoting: TheSHEEEPAnd I mean, with the same amount of enemies, challenge and the need to be REALLY fast in both movement and aiming/shooting/precision.
Serious Sam offsets this with dual wielding. Now you have an advantage against KBM unless someone has a dual mouse setup ;)

Quoting: TheSHEEEPYou cannot be as fast with your arms as you can be with a mouse cursor. Even if eye tracking actually worked flawlessly (it really doesn't) and you are somehow a ninja with lightning fast whole arm movements that compete with other people's slight wrist turnings.
I don't know what kind of ideas you have about VR controllers. You don't have your hands amputated and controllers mounted to your forearms. Wrist movements are still a thing.

As for rogue(like|lite), I'd wholeheartedly recommend "In Death" for example if it wasn't for controller issues with proton+index(I still play it, it's so good i put up with the issues).
The immersion definitely makes a difference.


Last edited by poisond on 11 May 2021 at 6:34 pm UTC
Purple Library Guy May 11, 2021
Quoting: TheSHEEEPWhen you look at almost every single VR game on a normal monitor - they just appear slow. And they have to be, because they would be unplayably hard otherwise. You cannot be as fast with your arms as you can be with a mouse cursor.
I suppose that's true, but does it matter? Games are as fast as people can play them enjoyably, and that's slower in VR, and . . . so?
TheSHEEEP May 11, 2021
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Quoting: poisondSerious Sam offsets this with dual wielding. Now you have an advantage against KBM unless someone has a dual mouse setup ;)
Exactly. The only way VR can keep up in power level is by stuff like doubling damage output.
Don't get me wrong, it's VERY cool to fire both weapons at once, and it also makes tons of sense for Serious Sam. But it still just proves my point.

The same challenge level as the conventional mouse + monitor simply cannot be met.

Quoting: poisondI don't know what kind of ideas you have about VR controllers. You don't have your hands amputated and controllers mounted to your forearms. Wrist movements are still a thing.
Not with the same precision and not fulfilling the same role. With a mouse, you move your wrist a little, click and your target is fired at with perfect precision - and without any crap like aim assist. Unless they replicate the exact same function, which would then leave players with the question of why they cannot use their hands "like hands" in VR.
It would probably also be very weird in VR to look around but still aim with a cursor, but I'm not totally sure about this.

And that still leaves movement and camera.
I guarantee you I can turn my camera faster with a mouse than I could with my head - I'm not going to attempt it, though, for my health's sake. Would probably also make people dizzy if the camera in VR would turn as fast as the mouse allows it.
So conventional camera is less immersion, yes, but more speed.

And movement? Teleportation really isn't worth talking about. It's a cheap trick and rips me right out of the experience.
While the non-cheap trick makes many people highly uncomfortable and requires great care by the developers to be more "brain-friendly".
However, movement is certainly the area where I have most faith there will eventually be a really good solution.

Quoting: Purple Library GuyI suppose that's true, but does it matter? Games are as fast as people can play them enjoyably, and that's slower in VR, and . . . so?
I don't enjoy being held back by the tools I use. I'll play an FPS in VR and think "yeah, this is nice! Very immersive! But the only reason I'm having a hard time is because I'm not using a mouse but flail around with my body". Been there, done that.
It will leave a very sour taste to me unless a very similar game couldn't be replicated for mouse & kb.
Which is what I'm saying, not all games can be made into VR well and vice versa.

Quoting: poisondAs for rogue(like|lite), I'd wholeheartedly recommend "In Death" for example if it wasn't for controller issues with proton+index(I still play it, it's so good i put up with the issues).
The immersion definitely makes a difference.
I'm talking about classical roguelikes. Ascii. Tiles. Nothing first-person.
Not all games are first-person, you know.


Last edited by TheSHEEEP on 11 May 2021 at 8:38 pm UTC
denyasis May 11, 2021
Quoting: JuliusBut yes, right now the SteamVR headsets require Steam to run even for software launched outside of Steam itself
Quoting: EhvisNon-steam games work though. A native non-steam build of a Unity VR app will pick up SteamVR just fine.

Thanks for the info. I was curious and, honestly, a little worried some of the hardware devs would try to tie the hardware to thier "platform". I'm glad that's not the case. Hopefully it won't ever be.
Purple Library Guy May 11, 2021
Quoting: TheSHEEEP
Quoting: Purple Library GuyI suppose that's true, but does it matter? Games are as fast as people can play them enjoyably, and that's slower in VR, and . . . so?
I don't enjoy being held back by the tools I use. I'll play an FPS in VR and think "yeah, this is nice! Very immersive! But the only reason I'm having a hard time is because I'm not using a mouse but flail around with my body". Been there, done that.
It will leave a very sour taste to me unless a very similar game couldn't be replicated for mouse & kb.
Which is what I'm saying, not all games can be made into VR well and vice versa.
Hrm. I kind of see what you mean, but it strikes me as being less about inherent enjoyability and more about . . . previous acculturation? You're used to a particular speed and being able to shoot and react at a particular rate, so it bothers you when it's not like that. But I've basically never played FPSes. If I were to take them up (I would suck 'cause I'm way too old for twitch games) and tried both flat screen and VR roughly equally, I might find that in terms of enjoyment, immersiveness as such aside, the speed of the flat screen/mouse approach didn't make up for the sort of "feeling of really shooting things" in the VR, because I wouldn't have that high speed ingrained in my reflexes and expectations. I might not even like the higher speed of the flat screen.


Last edited by Purple Library Guy on 11 May 2021 at 9:09 pm UTC
PiddlyD May 11, 2021
You're on the initial "wow" of it - but the practical realities of it mean that unless you have an entire room to basically dedicate to VR gaming - it is too much of a hassle currently - especially when the novelty of the games wear off.

I had a friend try to sell me on it several years ago. I bought a boatload of retro FPGA devices instead with the money I would have spent on VR.

Personally, I think VR is the 3D TV of PC gaming. It initially impresses, but after a while, you'll find that traditional gaming is still far more convenient, accessible, affordable, and enjoyable.
Beamboom May 11, 2021
Quoting: TheSHEEEPAnd even when it doesn't anymore, there's still the issue of a whole slew of games simply being incompatible.

Personally I don't think the way forward is to provide or expect the exact same in VR as we have on flatscreen gaming. In fact that very notion makes very little sense.

VR is a very unique way of gaming. The games should reflect that and utilise those unique properties. Just like mobile games are built around the limitations and possibilities of that hardware. VR is *very* different from flatscreen gaming. One might say even more so than flatscreen VS mobile.

There's plenty room for all three - and flatscreen, VR and mobile all have their fields they excel at, and should focus on that.


Last edited by Beamboom on 11 May 2021 at 9:57 pm UTC
slaapliedje May 12, 2021
Quoting: TheRiddickmostly great, mostly...
Speaking of, I've heard Alien Isolation is an absolute pants changer. I haven't gotten around to playing it (in VR or 2D, though I'd started it in 2D, didn't get very far, as I heard it would be possible to play in VR, and haven't had any underwear I wanted to get rid of right away...)
TheSHEEEP May 12, 2021
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Quoting: BeamboomVR is *very* different from flatscreen gaming. One might say even more so than flatscreen VS mobile.

There's plenty room for all three - and flatscreen, VR and mobile all have their fields they excel at, and should focus on that.
scaine May 12, 2021
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Quoting: PiddlyDYou're on the initial "wow" of it - but the practical realities of it mean that unless you have an entire room to basically dedicate to VR gaming - it is too much of a hassle currently - especially when the novelty of the games wear off.

I had a friend try to sell me on it several years ago. I bought a boatload of retro FPGA devices instead with the money I would have spent on VR.

Personally, I think VR is the 3D TV of PC gaming. It initially impresses, but after a while, you'll find that traditional gaming is still far more convenient, accessible, affordable, and enjoyable.
Maybe for some, but certainly not for me. I'm well over the wow-period, but I still love VR. You don't need a big room at all. I have a tiny place space and still managed Alyx without any bother.

In fact, the three games I play most now in "standing" VR are Beat Sabre, BoxVR and more recently Groove Gunner - and all three are literally "just stand, no movement at all". So they're very well suited to tiny spaces.

The other type of VR, my favourite, I think, is "sitting VR", which is what I use for Elite, Overload and Automobilista 2 (although I've hardly played the latter because it's too realistic a game to be played on a gamepad... it really needs a wheel).

Sitting VR is incredible. I don't even use the Index controllers - just mouse+kbd while wearing the headset. But it's incredible. Truly can't be overstated how much better cockpit games are in VR. You couldn't even say it's 1000x better - it's way more, a completely new, just amazing experience altogether.

Still agree with a lot of the naysayers though. And this puts the lie to your 3D TV analogy - VR isn't a replacement for my monitor and probably never will be. Whereas 3D TV was a layer on top of a normal TV, VR is a completely new way of playing, interacting with and experiencing your games.
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