Thanks for the perspective. I have an OG Vive and been tempted for the next step up in visual quality. Did you have the GearVR lens mod or were you using the original lenses?For the first time ever, Fedex came early in the day. Here are some quick impressions, from an OG Vive user:
- The biggest visual improvement for me is the larger sweet spot in the lens. It is not quite edge-to-edge clarity, but it is much better than the Vive. This is a big improvement for immersion for two reasons: First I can move my eyes more naturally rather than moving my head to look at stuff. Second, when you are turning your head you do not have the exaggerated sense of motion blur as the blurry peripherals sweep across the scene.
- SDE is definitely improved, but we are not yet at the point where it is seemless. SDE is still clearly visible, and you will be aware that you are looking at a screen.
- Field-of-view is kind of a mixed bag, so I'm a little surprised this is one of the areas they focused on so much. The vertical FOV seems improved. The horizontal FOV doesn't really feel subjectively better than the Vive when both headsets are at minimum eye relief. The Index also has an issue where the edges of the screens are visible only when looking forward that I find distracting. In order to get rid of it, I would have to move the eye relief back a lot
- God rays or internal reflections or however you want to classify it is pretty bad, seemingly worse than the Vive. If I look at a white mouse cursor against a black background, there is a large halo around it.
- The attached headphones are surprisingly good. I know, people had already been saying that a lot, but I was skeptical of what their standards for audio quality were. I had been using HE400S headphones, which are a pretty decent set of open-backed headphones previously, and the built-in Index speakers are good enough that I can't see myself going through the hassle of putting on the headphones over the headset anymore.
- I am not sure what to make of the controllers yet. You may have read that they have some built-in learning based on the user's hands. They certainly started out fairly janky, though they seem to have gotten better after only an hour or so of use. They are certainly more comfortable to hold than the Vive wands, but the straps make them harder to put on and harder to take off. You can pair multiple controllers and even mix & match controller types at the same time, so I would not be surprised if I still used my Vive wands for times when I want to switch between VR controllers and a mouse.
The Index is a fantastic pile of tech and the most luxe VR experience available. But at $999, the full kit (headset, controllers, base stations) costs more than double the $399 Rift S. Even if you already have base stations, it's still nearly double Oculus's offering, and after testing both headsets, the experience really isn't that different. Yes, the Index looks and feels a bit better than the Rift S, but really not by much. For twice the price, I want something that delivers an experience leaps and bounds ahead of the competition.
Thanks for the perspective. I have an OG Vive and been tempted for the next step up in visual quality. Did you have the GearVR lens mod or were you using the original lenses?
Same here. It took 1,5 days to get from Netherlands to Germany. Guess these countries must be far apart...Mine now moved to Germany, I guess it's certain it won't arrive today at least.
damn a completely different class eh?WOW. The value proposition is worth mentioning, but that's an insane tl;dr. Rift S is in a different class. Head to Ars today for my feature length buying guide, which reminds how Index's massive FOV and 120Hz refresh really do change the game.
WOW. The value proposition is worth mentioning, but that's an insane tl;dr. Rift S is in a different class. Head to Ars today for my feature length buying guide, which reminds how Index's massive FOV and 120Hz refresh really do change the game.
+20 degrees should be a pretty big deal.Is the fov really that massive? Two other impressions on this page seem to indicate it isn't much of a leap. So which is it?
Is the fov really that massive? Two other impressions on this page seem to indicate it isn't much of a leap over the og Vive. So which is it?
Is the fov really that massive? Two other impressions on this page seem to indicate it isn't much of a leap over the og Vive. So which is it?
Q: have you tried on on Elite Dangerous? I'm curious how the reduced black level performance impacts that game given its backdrop of space itself, or if it's not even really noticeable.It's the combined effect of wider FOV, a wider "sweet spot," and a jump to 120Hz, that really nails the subtle boost in comfort. Valve Index is less impressive when tested by itself; all of its best qualities leap out when you immediately compare its comfort and quality to the "swimmy" feeling you can get from long-term use of other standard-spec VR headsets.
The best "oooooh" test I've done is Project Cars 2 on a Vive Pro, then immediately on a Valve Index.
As far as i know it depends how you set lenses. It is UP TO 135 degrees.
It's the combined effect of wider FOV, a wider "sweet spot," and a jump to 120Hz, that really nails the subtle boost in comfort. Valve Index is less impressive when tested by itself; all of its best qualities leap out when you immediately compare its comfort and quality to the "swimmy" feeling you can get from long-term use of other standard-spec VR headsets.
The best "oooooh" test I've done is Project Cars 2 on a Vive Pro, then immediately on a Valve Index.
Can't pair my right Index controller for some reason. Left one is fine. Any ideas?
Q: have you tried on on Elite Dangerous? I'm curious how the reduced black level performance impacts that game given its backdrop of space itself, or if it's not even really noticeable.
Is the fov really that massive? Two other impressions on this page seem to indicate it isn't much of a leap over the og Vive. So which is it?
No movement from Germany here... Austria is far away! Haha.Same here. It took 1,5 days to get from Netherlands to Germany. Guess these countries must be far apart...
oh that's too bad. I really like watching movies in VR. I will keep my Vive Pro around for that if I am disappointed in my Index's performance in that arena.Various space sims have been fine in action. I think Valve Index is the best LCD VR headset in terms of minimizing light bleed in all-black scenes. The bigger issue is black crush when trying to play through or watch content with dramatic contrast between light and dark. (The Matrix is my testing favorite to check for this, and Index failed its black crush test pretty badly.)
There's plenty of impressions on Reddit to say most people aren't finding this true. This combined with the raw data we do have makes me think there's a lot of placebo going on here (at least if comparing to the Vive). Either that or some people are just a lot more appreciate of the nice boost in the vertical FOV (+10 degrees over Vive).
That sounds disappointing. Always hated seeing god rays with my Vive.- God rays or internal reflections or however you want to classify it is pretty bad, seemingly worse than the Vive. If I look at a white mouse cursor against a black background, there is a large halo around it.
I still think it's crazy they haven't announced their first VR game yet.
Probably holding any game announcements for a simultaneous reveal alongside another (more critical) initiative.I still think it's crazy they haven't announced their first VR game yet.
Anyone who closely follows Valve knows it's probably Half Life VR (unless something else is further along in Unity) but still if you want to sell your $1000 VR bundle to anyone outside the most hardcore they need to show off software.
Well different people are going to experience the FoV differently. Literally facial structure can cause a difference in field of view.
Valve even has a write up about a few different factors.
Probably holding any game announcements for a simultaneous reveal alongside another (more critical) initiative.
Why call out the Rift S for not having an IPD adjuster but not the PSVR? Because it's cheaper? Speaking from personal experience PSVR gives me eye fatigue after half an hour because my IPD is 70WOW. The value proposition is worth mentioning, but that's an insane tl;dr. Rift S is in a different class. Head to Ars today for my feature length buying guide, which reminds how Index's massive FOV and 120Hz refresh really do change the game.
🤔🤔🤔Probably holding any game announcements for a simultaneous reveal alongside another (more critical) initiative.
Probably holding any game announcements for a simultaneous reveal alongside another (more critical) initiative.
I have as hard of a time predicting Valve Time™ as all you fine folks, even after spending time there :)Something even more critical to Valve than selling $1000 VR bundles? Your teases are killing me finalflame ;)
Hopefully Valve time wont push all of this past this year.
They stopped doing monthly dates past September 30th. So assuming nobody cancels (which people obviously will), you're looking at October at the earliest. How quickly you move up depends on how many people back out.
There won't be one eitherI'm shocked Tested didn't have a video ready to go live.
There's plenty of impressions on Reddit to say most people aren't finding this true. This combined with the raw data we do have makes me think there's a lot of placebo going on here (at least if comparing to the Vive). Either that or some people are just a lot more appreciate of the nice boost in the vertical FOV (+10 degrees over Vive).
That sounds disappointing. Always hated seeing god rays with my Vive.
Interesting how people's impressions regarding FOV here aren't exactly super positive. Wasn't that one of the big improvements with the new headset?
:(Now that everyone has received their Index, it is time for Valve to send the next wave out. (comprised entirely of my Index)
On my Vive, it's a flip of a coin whether or not the passthrough camera works. Maybe the Index has the same problem?How do you activate the pass through camera? Double tapping the SteamVR button on the headset doesn't do anything.