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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
December 17, 2019
Just tried to revive Stormland, and it works flawlessly, well at least considering the technical aspects (=no errors and I think performance is probably as great as possible). BUT temporal antialiasing (TAA) looks really horrible - like dripping my eyes with liquid butter - a total blur, and jaggies are everywhere with no antialiasing. Fortunately SMAA works like a charm, but does not offer similar image quality as CV1 TAA. Also the game is really a no-go with Index, because I get constant reprojections - like I do using the CV1 - but using the CV1 I don't see them due to ASW 2.0. While Index is like a constant reprojections-in-your-face experience, lol. I think Stormland may look awesome using res 150 - 200% with the Index, but I'm not sure even a 3080 Ti will get me there in 90 fps. Then I could start to cut down more settings, but no - not going to ruin the game doing that - I already did remove real time shadows. 
Instead the game looks and plays totally amazing using the CV1 - it's really like magic - I'd rate the game 10/10 with the CV1 TAA and 6/10 with the Index SMAA.

After testing Stormland I went to play some Boneworks, and the contrast was just mind blowing. Although Boneworks is quite barren and gray compared to Stormland, Boneworks textures are totally off the chart - and I can run that game res 200% at a solid 90 fps. 

Again this confirms that I need two hmds - as my enjoyment of Stormland would be totally ruined using the Index, and I'm sure my enjoyment of Boneworks would be at a much lower level if I had to use CV1. 
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
December 17, 2019
Hmmm, box signed by Newell, this may be the most perfect room for some Alyx VR I've ever seen  :o  


Source: https://www.reddit.com/r/Steam/comments/eatyja/got_a_very_special_gift_from_valve_today/
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
December 17, 2019

TomCgcmfc said:

Once Valve Index Controllers (not called Knuckles anymore btw) are available in Australia and all issues like thumbstick clicking and long term drifting are sorted out, I will def look at buying these.



Knuckles is faster to write, but you're right - I should stick to the now correct name "Index controller", also in case we have some readers who don't know the meaning of "Knuckles". 
I follow (nearly) all posts on Index Reddit, it seems that some get perfect controllers now (especially when ordered separately and not as part of the full kit), while your luck may vary with the full kit. But we don't know how long such "perfect" controllers will last, especially regarding drifting. 
In Boneworks you need to press down the left thumbstick to run, I do wonder if that will trigger a new wave of drifting Index controllers, we'll see. 
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
December 17, 2019



Hmmmm, a free demo... 

https://store.steampowered.com/app/979400/Last_Labyrinth/

Maybe @Shadowmask72 should try it first  o:)
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"
Shadowmask72
Honored Contributor
December 17, 2019
The game is pretty dark from what I've seen. That poor girl. :'(
System Specs: MSI NVIDIA RTX 4090 , i5 13700K CPU, 32GB DDR 4 RAM, Win 11 64 Bit OS.
RuneSR2
Honored Contributor
December 17, 2019


The game is pretty dark from what I've seen. That poor girl. :'(


I'm weak - I can probably only resist not trying the demo for a few hours more  :#

No matter the gameplay, not sure the graphics look that good... Especially if the devs serve the raw Quest version for PCVR enthusiasts...  
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"
Shadowmask72
Honored Contributor
December 17, 2019
I can't get over the fact that the young girl gets totally brutalised in this game (usually by your poor decision making). I'm not being politically correct but I just find it an odd choice. However, I believe it makes the bond between your wheelchair bound character and the girl much more evocative as a result.
System Specs: MSI NVIDIA RTX 4090 , i5 13700K CPU, 32GB DDR 4 RAM, Win 11 64 Bit OS.
RuneSR2
Honored Contributor
December 17, 2019
Graphics are quite good in Last Labyrinth, I could use Index res 200% and get solid 90 fps, but there weren't many objects in the rooms I visited. She is indeed the most adorable little girl, and maybe especially as a parent you immediately connect with her - she only speaks Japanese (I think) and you can only point with a red laser light at objects (hmd controlled) and nod or shake your head. So you don't really need controllers in-game. And then she dies in horrible ways and you can do nothing but watch. As a parent you'd give your own life to save your kids, so being unable to help the girl is of course the most disturbing part. This is a horror game, and it reminds me a lot of the Saw movies. I don't see myself playing this game, but it was interesting to experience the graphics, gameplay and atmosphere. 
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
December 18, 2019
Just saw this trailer on Valve Index subReddit, so I guess it'll have Index support - it does look interesting:

https://youtu.be/95kleXaScH8

EDIT: The video seems to have been removed for unknown reasons - it's this game with expected release in Feb 2020:

https://store.steampowered.com/app/1135850/NearPrime_VR__Net_Burn/

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
December 18, 2019
SteamVR has been massively updated - first it did annoy me - but now I think it's great. Basically all (or most) of the advanced settings that you before could not control without accessing the SteamVR desktop app are now integrated in the VR menu. To set res (super sampling) per app is now easier than ever (and now I could lock res 300% in Home, still got solid 90 fps - before ss was adaptive in Home) - and much more:

Introducing SteamVR Version 1.9
"The Settings Update" (1.9.13)


Update Highlights

Today’s update features big improvements to Settings and Desktop, plus continued bug fixes and stability improvements.

SteamVR's new Settings interface offers improved usability and consistency between the desktop and in-headset experience. For instance, many settings that were previously only available on the desktop (such as refresh rate and render resolution) can now be controlled in-headset.

Desktop view now has enhanced performance, improved legibility, and supports multiple monitors.

Full Update Notes


SteamVR Settings

  • Settings user interface re-design.
  • Most settings now available on both the desktop and in-headset.
  • Valve Index HMD refresh rate can be changed mid-game, without restarting. (Requires NVIDIA driver version 441, or higher)


SteamVR Desktop View

  • Improved multi-monitor desktop support (Windows 10 only).
  • Improved cursor rendering (Windows 10 only).
  • Added experimental user setting to control Desktop scale.
  • Fixed double characters appearing in the desktop view and Steam chat.
  • Fixed backspace not working in the desktop view (Windows 10 only)


SteamVR

  • Numerous crash fixes and stability improvements.
  • Improved audio mirroring latency and fixed some cases where the mirror could accumulate a large delay.
  • Moved Performance Graph to main SteamVR status window (right-click)
  • Skip “Advanced Supersampling Filtering” for systems which use their own compositor (e.g. Windows Mixed Reality, Oculus). This fixes some causes of blurriness reported by WMR users.
  • All windows now group together under one icon in the Windows taskbar.
  • Fixed rendering of grid lines in the construct.
  • Fixed loading animation on transition overlay being at the wrong height.
  • Added better error diagnostics when failing to find proper display adapter for new UI.
  • Added block compression to render model textures over 2048x2048.
  • Minor optimization for motion smoothing.
  • Fixed some memory leaks when VR_Init is called repeatedly in long-running applications.
  • Increased the maximum number of overlays to 128.


SteamVR Dashboard

  • Minor appearance tweaks.
  • Fixed regression in ComputeOverlayIntersection for Dashboard overlays.
  • Moved dashboard power menu from a tab to a popover.
  • Added haptic bumps with moving on or off of buttons on the dashboard controls.
  • Added experimental user setting to control Dashboard placement and scale.


SteamVR Input

  • For games using legacy input: When fetching default bindings, prefer partner site explicit defaults instead of generic legacy defaults
  • When switching bindings, SteamVR now records the previously selected binding in a setting.
  • Action Sets with a higher priority will now correctly override sets with a lower priority.
  • Recent games list in top level controller configuration menu now shows most recent game instead of starting with second most recent game.


SteamVR Home

  • Added new colorizer tool to replace the color wheel while holding an object
  • Fixed regression causing desktop view to not show up
  • Fixed particles on wearables to not render for the wearer
  • Changed map labels to go multi-line instead of truncate for a bunch of our maps (Summit Pavilion Remix - Evening, and many others)
  • Change pickup/drop to allow picking up from either trigger or hand close on Index
  • Fixed bug where waving the Index controller around while previewing teleport would cause the teleport to unintentionally happen


Linux:

  • Rate-limit attempting to open the tracing filesystem to once every 5 seconds.
  • SteamVR will now attempt to set thread priorities through rtkit (when available).
  • Fixed a vrwebhelper crash that could make the dashboard disappear.
  • Fixed the pairing UI window content not showing up the first time it was opened.
  • Fixed a few behavior quirks in vrwebhelper's desktop windows.
  • Added diagnostics for tracking down rare stuck haptics bug on Linux.

There is a known crash on Linux which is currently being investigated. In the meantime, Linux users may opt into the 'linux_temp' branch. (Right-click SteamVR -> Properties -> Betas, to enable).

Oculus:

  • Fixed an issue where controllers may stop tracking too quickly when hidden from view.
  • Fixed IPD value not being correct until changed by the user.


Index HMD

  • Max brightness extended to 140.
  • Framerate can be changed without restarting (requires NVIDIA driver version 441, or higher).
    Requires firmware update.


SteamVR Tracking 2.0 Basestations

  • Improved reliability of firmware updates, in situations with weak signals or interference.

Note: Vive Pro users experiencing issues with basestation communications may want to reposition their link box.

Source: https://steamcommunity.com/games/250820/announcements/detail/3150762393108758897
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"