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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

Honored Contributor
January 20, 2020
Actually my Vive Pro (McLaren Limited Version w/2.0 base stations/controllers) base stations are very quiet both during startup and while running.  I feel kinda ripped off since it would be nice if they actually sounded like a McLaren racing car during startup, lol!

Does the Index have onboard Bluetooth to allow you to put your base stations into either standby or sleep mode like I can do with my Vive Pro w/Link Box and SteamVR device options?  Just asking, thanks.
9800x3d, rtx5090, X870E MB w/wifi7, 64Gb 6000 ram, 2x2TB SSD, 1000W PSU, Win 11pro, QPro, Q3, w/Link and Air Link, Vive Pro1 with 2x2.0 base stations, Etsy lens mod and Index Controllers
RuneSR2
Honored Contributor
January 20, 2020
Tried Aircar again last night and again no sound, but restarted it and sound was back - so this issue is probably not Nvidia driver related, but related to Aircar and SteamVR 1.9.16. 
Tried tons of games after upgrading my 1 year old 417 driver to the brand-new 441.87, but I really can't see any performance differences regarding both Index and CV1. Maybe Stormland felt slightly better, closer to 90 fps, but it's probably just me prone to the placebo effect. Used several 2D benchmarks, same performance (less than 1% difference). But Boneworks still works - getting the performance back in Boneworks is the only effect of upgrading from 417 to 441.87 I've found. Then again I'm using GTX, and 441.87 is primarily targeted against RTX. Still 441.87 contains many fixes for more recent games like Boneworks, Stormland and Asgard's Wrath, but apart from Boneworks I have not observed any benefits. In short, if you don't have problems with Index or CV1, and you're not already using 441 nor RTX, 441.87 is probably not worth the effort to upgrade. 

Btw, another benefit of Index is that I've never experienced any fogging - which happens often using the CV1 - and this is although Index isn't hotter at all than the CV1, at least touching both CV1 and Index temps feel similar. I have not tested if 120-144 Hz increase power consumption though, I usually use 90 Hz. Have spent some time playing Space Pirate Trainer 120Hz res 200%, works perfectly - still Index did not at all feel hot. 
Like the CV1, you can peek out under the nose of the Index probably ensuring similar ventilation. Temps in my VR gaming room are close to 68F all year (20C), maybe experiences will differ in Arizona and Australia, lol. 
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
January 20, 2020

TomCgcmfc said:
Does the Index have onboard Bluetooth to allow you to put your base stations into either standby or sleep mode 


There's an option in settings to put Index base stations into standby mode automatically upon closing SteamVR (for some weird reason that setting is not turned on by default, so base stations just keep spinning)
RuneSR2
Honored Contributor
January 20, 2020



TomCgcmfc said:
Does the Index have onboard Bluetooth to allow you to put your base stations into either standby or sleep mode 


There's an option in settings to put Index base stations into standby mode automatically upon closing SteamVR (for some weird reason that setting is not turned on by default, so base stations just keep spinning)


It uses Bluetooth - it's very important that it works, or you'll have the base stations turned on constantly (green light) instead of standby (blue light). Of course it's possible to turn them completely off by turning off the power. 
I have both Index and base stations in standby when not in use - I never turn them completely off, love the oscillating/pulsating blue standby light from the base stations - like they're alive and sleeping/breathing. In standby mode they should be totally quiet.  

I think the Bluetooth signal is emitted by the HMD to the base stations, not sure you need to have Bluetooth on your mainboard or otherwise enabled in Win10.
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"
Honored Contributor
January 20, 2020
Thanks guys.  With my Vive Pro the Bluetooth is built into it's Link Box.  So when I go wireless and ditch the Link Box I lose the ability to change base station power settings.  They are either on or off.  The workaround is to keep the Link Box powered on and connected to a usb port (but not the DP) on your PC.  So, there is no BT on the headset itself, nor can it communicate with your PC's other BT's.  Seems to be a propriety thing.

Actually, I'm not finding the Vive wireless all that useful with either my Cosmos or esp. my Vive Pro.  It's very CPU hungry so depending on the game/sim I seem to lose 10-25% performance.  It also seems to increase the Mura with my Vive Pro's oled's.  Not so much a problem with my Cosmos lcd's.  I mainly VR sitting/standing so the wireless is not all that useful to me anyway.  It was more of an experiment, which I'm still glad I've tried.  Maybe Gen2 headsets will include better wireless.  In the meantime I would not take too much credence in guys who poo-poo the fact that the Index does not have wireless because its still work in progress imho.
  
9800x3d, rtx5090, X870E MB w/wifi7, 64Gb 6000 ram, 2x2TB SSD, 1000W PSU, Win 11pro, QPro, Q3, w/Link and Air Link, Vive Pro1 with 2x2.0 base stations, Etsy lens mod and Index Controllers
RuneSR2
Honored Contributor
January 20, 2020
Gabe has mentioned that wireless is a priority for the Index, but that was several months ago and since then not much news about wireless.
The Index cable is really high quality though - much thicker than CV1 - and it's much longer, 6 meters in total? (Valve: "5m tether, 1m breakaway trident connector." - I have not measured it) I notice the Index cable less than the CV1 cable when playing due to its length - but I never really had problems with any tether. Just like being on a spacewalk outside the ISS, I appreciate a safety line  B)

Image result for astronaut safety line
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
January 21, 2020
Had a great time playing Boneworks last night - I'm waiting for the mid-level save patch and have not played the game much since Christmas, but can't wait forever for the save patch. It does mean you may need to have at least 2 hours free when playing a level for the first time - in case you get stuck in a puzzle. 
Even though some physics puzzles can be very frustrating, overall it's a long time since I enjoyed a game more, at least within its (first person shooter) genre. Somehow Boneworks reminds me of Half-Life 1, but not Half-Life 2. Maybe it's the desolate and depressing gray locations - the feeling of being truly alone in a very strange place - that gives this game an awesome and rather unique atmosphere. 

I think the level "Runoff" gives a nice impression of the game and the puzzles, if someone wants to see what the game is about - this is a walkthrough and does contain spoilers (played using Index controllers):

https://youtu.be/EcxhgOvpwFM

Using the sniper rifle is great fun in that level, and weapons generally feel extremely real in Boneworks. I took a pistol in each hand - Pistol Whip Style - and blasted through a larger crowd of opponents, totally awesome. Also lost my orientation completely in my VR room a few times - I haven't done that much since I played Lone Echo, lol. 

Seems like the devs have gotten finger tracking to work close to perfectly, no more problems with the middle finger :blush: Also using 1.9.16 I have not had problems with finger tracking - but my hands may have just the right size for the sensors, who knows (btw, drumming the fingers along the handle will cause Index controllers to recalibrate in case of problems)... 
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
January 21, 2020
Some dude 3D printed this Index controller charge stand - does look nice, although I'd prefer more black-ish/dark colors:


https://www.thingiverse.com/thing:4114687
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"
Up and Coming
January 21, 2020

RuneSR2 said:

Yes, I think I got it back in late November (it's in a post somewhere in this thread I'm sure) - it took 3 weeks forth and back... 

I also got the new taller thumbstick, but didn't notice it before today :blush:  

It's still working perfectly - but now I'm worried about my right old controller  :D  

EDIT - found it, page 41 in this thread - got it back Nov 20, so before everything sold out. 



I have to RMA mine too but not because of the click issue. I had the issue but it wasn't a big deal for me. Now my left controller drifts very badly. I tried the controller deadzone adjustments and recalibration but nothing works. It has steadily gotten worse, now it's barely playable. 

Again, the Rift controllers are just better. I keep accidentally grabbing things using the Index controllers. I'm sick of charging them and sometimes forgetting to charge them. With the Rift-S, I just swap rechargeable batteries. Tracking every finger adds nothing to games. It just makes the controllers more expensive and prone to failure. 
i7 9700k 3090 rtx   CV1, Rift-S, Index, G2
Zenbane
Honored Contributor
January 21, 2020

MowTin said:
Tracking every finger adds nothing to games


Yeah this was my biggest concern. I remember @snowdog talked about this as well, in regards to how even in our every day lives we can live without the last 2 fingers (hence the reason Oculus Touch controllers work so well). Adding more fingers, or just adding more physicality, to VR isn't the answer. Going from tracking 3 fingers to 5 fingers is a huge step backwards. Just as going from room-scale to arena-scale is a major step backwards.

We need to hurry and implement Brain-to-Computer interfacing!

Once we can control interaction in a VR world, only then will we finally start to take advantage of VR's true potential. The only thing we have done up to this point is limit VR experiences by constraining everything to our physical capabilities. We have all the wrong terms in VR currently:
  • Sit down experiences
  • Stand up experiences
  • Hand Tracking
  • Finger Tracking
  • Room-Scale
  • Arena Scale
  • Full body tracking
That is pure physical limitation and completely counter-intuitive to the endless possibilities Virtual Reality enables. It's like buying a sports car but only driving it "in and out" of your garage. We have not brought the power of the Mind in to VR yet. But we're getting closer!