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Honored Contributor
June 10, 2019
Question

The Index thread (please keep to subject)

As per the title, please respect the users who post here and keep it on topic, any nonsense and......grrr

2974 replies

RuneSR2
Honored Contributor
October 3, 2019

 Luciferous said:

I do imagine Runes in an Index cheer leading outfit  :D



Oh my :blush: But it does feel somewhat dead-ish in here, it's a hard job trying to keep the party going! ;)

Oculus Rift CV1, Valve Index & PSVR2, Asus Strix OC RTX™ 3090, i9-10900K (5.3Ghz), 32GB 3200MHz, 16TB SSD "Ask not what VR can do for you, but what you can do for VR"
Inspiring
October 3, 2019
Well I appreciate the effort you put in. :) If I had the cash I would already be sitting here with a 2080TI PC and an index on my head. 
RuneSR2
Honored Contributor
October 3, 2019


Well I appreciate the effort you put in. :) If I had the cash I would already be sitting here with a 2080TI PC and an index on my head. 


Thanks, sometimes it does feel like being a physician I guess - having a great and well-founded idea of which medication the patients would profit from the most. But the medication is expensive, and therefore some patients will choose less effective medication and endure more adverse effects, even though they have been warned ;) 
And of course the medication may not work wonders for all, although I firmly believe it would for the majority - and at the moment there's no such thing as the perfect medication for all. Still I think this thread covers the best medication for now - for the majority who uses a GTX 1060 or faster video card  B)
Oculus Rift CV1, Valve Index & PSVR2, Asus Strix OC RTX™ 3090, i9-10900K (5.3Ghz), 32GB 3200MHz, 16TB SSD "Ask not what VR can do for you, but what you can do for VR"
RuneSR2
Honored Contributor
October 3, 2019
BTW, in the start I didn't know what to think of these - but now I consider them awesome. In standby mode the blue light is slowly pulsating and they're completely quiet. Like some guardians keeping watch, ever vigilant, lol

https://youtu.be/EGxftqawLPI




I have one at ceiling level and one at knee level, the latter much like shown here, it works perfectly:


Oculus Rift CV1, Valve Index & PSVR2, Asus Strix OC RTX™ 3090, i9-10900K (5.3Ghz), 32GB 3200MHz, 16TB SSD "Ask not what VR can do for you, but what you can do for VR"
RuneSR2
Honored Contributor
October 3, 2019
He does have some good points...

https://youtu.be/sQMs0ADqYx4
Oculus Rift CV1, Valve Index & PSVR2, Asus Strix OC RTX™ 3090, i9-10900K (5.3Ghz), 32GB 3200MHz, 16TB SSD "Ask not what VR can do for you, but what you can do for VR"
Inspiring
October 3, 2019
Will be good travelling also with the quest. No need to bring controllers if you intend to be watching films or Netflix etc.
RuneSR2
Honored Contributor
October 4, 2019
New Beta just arrived:

SteamVR BETA update for 10/3/19 (10/4/19 UTC, 1.8.7) - many audio improvements!

Some nice fixes here that were long overdue.

Audio Settings Update:

  • By default, SteamVR will select the appropriate audio input and output devices that belong to the active VR HMD.

  • Default audio selection currently works for Index, Vive, Vive Pro, Rift, and Rift S. Audio for Windows Mixed Reality HMDs is managed by the Mixed Reality portal, but is compatible with this update. In the near future OpenVR HMD drivers will be able to tell SteamVR about associated audio devices for default support.

  • Audio input and output devices can still be overridden in settings. The settings UI has been updated to reflect these changes.

  • Fixed multiple causes of audio settings being forgotten after driver updates.

  • Audio input and output settings are saved per HMD type. Switching between multiple HMDs will preserve the audio settings from each HMD, and using a new HMD for the first time will default to using the appropriate audio devices for that HMD.

  • Audio mirroring can be directed to the Default computer device or any specific output device. When mirroring is enabled and Default is selected, sound from the VR headset will also play on whatever audio output was default when SteamVR launched.

  • Fixed some bugs that would prevent audio mirroring from functioning when the default device was changed unexpectedly, or would require the mirror device to be re-selected.

  • In Windows, the default communication device is changed along with the default device, so voice chat programs that use the default communication device will work in VR without changing extra OS settings.

  • On exit, SteamVR restores audio settings their prior state. There is no longer a requirement to select "exit" devices in settings.

  • The Vive HDMI gain reduction setting is hidden for all other HMDs.

  • When Index HMDs are used for the first time, or after an audio driver update, the volume level defaults to 40% instead of 100%.

  • If you had selected audio devices other than the HMD before this update, such as external headphones, you will have to re-select them once in the new settings.

New and old audio settings will be preserved when moving in and out of the beta.

SteamVR:

  • Tweaked SteamVR user interfaces for many in-headset visuals, including IPD, "Now Starting" title cards, and the dashboard

  • Fixed taking Steam screenshots when using Oculus or Win MR broken earlier in this beta cycle (reminder: hold the button you use to get into the dashboard + trigger to take a screenshot)

  • Fixed saving Steam screenshots when Steam starts after SteamVR or is restarted while SteamVR is running.

  • Improvements to Base Station 2.0 wireless updates.

  • Fixed rare case where the Dashboard UI laser pointer would show up stuck to the user's face.

Motion Smoothing:

  • Fix for incorrectly reported motion vector scale on Navi hardware (e.g. AMD Radeon 5700 XT).

  • Progressively lower motion estimation resolution before disabling entirely based on measured performance (AMD only). This change allows starting (and potentially maintaining) a higher resolution than was previously being used, for hardware which can handle it.

  • Reset motion estimation on application launch when previously downgraded or disabled (AMD only). This previously required restarting SteamVR.

Oculus Rift CV1, Valve Index & PSVR2, Asus Strix OC RTX™ 3090, i9-10900K (5.3Ghz), 32GB 3200MHz, 16TB SSD "Ask not what VR can do for you, but what you can do for VR"
RuneSR2
Honored Contributor
October 5, 2019
There should be a law against such profanity!  :D 

Oculus Rift CV1, Valve Index & PSVR2, Asus Strix OC RTX™ 3090, i9-10900K (5.3Ghz), 32GB 3200MHz, 16TB SSD "Ask not what VR can do for you, but what you can do for VR"
October 5, 2019

RuneSR2 said:

He does have some good points...

https://youtu.be/sQMs0ADqYx4


All yes - this is what I been saying this whole time.

Hand tracking wont replace your games - yet - but it will replace the need for controllers in situations where they are not needed such as UI control for example on the buss watching a movie in your Quest. That is a PERFECTLY good example of using hand tracking over any controller design short of a small remote (witch still might be stolen from you if you can't see the world around you).

Following that up with my prediction from before - Oculus could sell Quest even cheaper as well with a "base" cost of that starting with NO controllers as well (an extra 50$ off the headset) allowing even more users into VR over that tipping point of purchase.

Something like the GO #+1 will also benefit as it'll get the handy down of whatever Quest # offers meaning it too can start off at a lower cost + <BIG PLUS> offer an upgrade for controllers for when the customer wants to take it to the next step of gaming with their VR unit at home or at a friends house. More or less it really opens the door for VR more than anyone thinks right now.


It's not a killing blow to any company - but it sure will make Oculus one of the biggest companies to lead VR outside of just PCVR - > Console - > and into new areas. When they grow - everything else should grow along with it.
RuneSR2
Honored Contributor
October 5, 2019
BTW, spent some time playing Moss last night, it was as magical as ever. The CV1 SDE always bothered me in Moss, because it's a game where you don't move the hmd a lot, instead you move the mouse (pun intended, lol). CV1 SDE isn't a great problem in games where you constantly move the HMD, because then the SDE goes away or is greatly minimized. But Moss always was a CV1-SDE-in-your-face game, lol. Using the Index Moss looks so much better, it looks real (admitted the clarity of the Index does reveal that even Moss could now profit from 4K textures - pretty sure Moss uses something like 2K textures, but textures are still great).

I did get some ASW2 using CV1 super-sampling (ss) 2.0, but it always felt like 90 fps. Using Index ss 150% res (200% is too much for this game using a GTX 1080) I do get some dips below 90 fps, but it's much like ASW meaning I don't notice these dips, because head (HMD) movements always feel like 90 fps. Rare dips below 90 only are seen primarily on the mouse animations. 

Another thing - and arguments for continued Oculus support - is that you can't increase ss in Moss if you have the Steam version, ss does not work in Steam Unreal Engine VR games (unless ss can be set in an in-game menu, and you can't do that in Moss). But strangely ss works in SteamVR if you revive an Unreal Engine game bought in the Oculus Store. So don't be fooled by the Index support in the Steam version - you need to buy Moss in the Oculus Store if you want the very best in-game image quality on the Index  ;)

https://youtu.be/_TTBaNw6Eek
Oculus Rift CV1, Valve Index & PSVR2, Asus Strix OC RTX™ 3090, i9-10900K (5.3Ghz), 32GB 3200MHz, 16TB SSD "Ask not what VR can do for you, but what you can do for VR"