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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

Up and Coming
December 10, 2020

TomCgcmfc said:

@pyroth309  I still think that my Rift cv1 2-3 sensor tracking is every bit a good as with 2x SteamVR 2.0 base stations, and a little less susceptible to room conditions like reflective surfaces.  Like you say, the USB cables are a pita though.

Overall, I think both systems work very well, and like you say, a lot better than Rift S or Quest (1 or 2) inside-out tracking without external sensors.  Those still work pretty well though and are a bit more convenient to setup, esp. if you VR in different rooms.

One pleasant observation with my new Index controllers is that they seem to have better coverage and stability with my 2x 2.0 base stations and Vive Pro headset than my Vive wands.  If I placed my Vive wands on my desk with flight sims like xp11 they would often fly off into the sunset, virtually of course, lol!.


Yea I shoulda commented on the reflective surfaces lol. My room has none.(Which also helps me with good G2 tracking) For me it felt better than my CV1 3 sensor setup in the extreme cases. IE super fast beat saber. For pretty much any other game they're on par. Even though base stations are measurably more accurate with an optimal setup, the difference is so small that you can't feel/tell a difference in all but the most extreme usage. And most probably can't there either.
Up and Coming
December 10, 2020
I should further clarify here. Index felt better to me because I always had USB issues and keeping my sensors running with CV1. I also could never fully stop my battery from cutting out with high G force swings because I ham fisted it and never wanted to adapt to using the grip the top players do.When it worked though, I preferred CV1 controllers ergonomically for beat saber overall. Again, the difference in the tracking is too small to matter in even expert + beat saber so I agree that they're on par overall for anything gaming.

I also enjoyed the fact that the Index coverage area was so large. Being a 6'4 guy also played a factor with my CV1 as I could easily find myself at the edge of the tracking coverage where Index it was swing like a psychopath anywhere I wanted. Pros and cons.
Inspiring
December 10, 2020

I didnt have any problems with Touch so difficult to compare tracking. 

Not necerssarily a bad thing having more features than you need in most games but I think tsomeone could make a cut down version like the original version of touch though to make the whole thing a lot cheaper. 

However the tracking is superb, its a complete non issue and I don't even have to think about how or where I hold them or tracking volumes. They are a thing of quality and beauty for sure as sad as that sounds.`

I didn't realise before that it had sensors on the button as well. When testing them in the controller mapping it knew I had lightly put my finger on a button, not even pressing it, very clever.

Also Runes is right if more games supported it out of the box I think its advantages would be more evident. The little track pad in the middle is brilliant and very accurate but not many games use it.

I'll have to get used to mapping it to take advantage. 
Up and Coming
December 10, 2020




Also Runes is right if more games supported it out of the box I think its advantages would be more evident. The little track pad in the middle is brilliant and very accurate but not many games use it.

I'll have to get used to mapping it to take advantage. 


Yea exactly, that's been my thoughts since I had an Index a year and a half ago. Back then though, I had optimism that it was coming and games were going to develop around them as a new standard. Especially the grip function with grenade throwing and all. At this point, a year and a half later, it hasn't happened and I'm kinda on the half full side now which is why I'm hesitant to pay $700 to pair them with my G2 when it doesn't work flawlessly. Valve went silent on any new games and I haven't seen many games develop for the index controllers specifically. They just add support for them, but they're pretty much interchangeable with Touch.

That said, I'm definitely a fan of the system and they're the supercar of VR if you will. I'm just waiting for something that makes me need them for the price.

RuneSR2
Honored Contributor
December 10, 2020
After having used Knuckles for close to 1.5 years, I'm still to experience any tracking issues - but I don't have many obstacles in the room. I have a small window and a large mirror in the room, but tracking has been completely unaffected. Thus hard to imagine better tracking. That said, my CV1 3 sensor tracking is much similar, but a few rare times I have lost tracking - but due to me having placed for example a chair in front of a sensor. 

My hands fit Knuckles perfectly, and biological variance may of course play a role for comfort. 

The main problem with Knuckles is that other hmds are stuck with low-end subpar controllers and game devs seem to follow the lowest common denomitator - and fully supporting true 2nd gen controllers may cause devs to make a game which would be close to unplayable without Knuckles. Even Valve did not dare to do that. With Knuckles, we have the most awesome controllers - for holding a sword to finger typing, and no one dares to fully support it. 

Let's have games using thumb prints to open doors - and supporting individual fingers to type on in-game keyboards. Even sign language could be used - if devs had guts and didn't care about earning money, 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
December 10, 2020
1.5 years and you're still getting the name wrong   :D
RuneSR2
Honored Contributor
December 10, 2020


1.5 years and you're still getting the name wrong   :D


Takes way too much time to write The Valve Index Controllers  :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"
RuneSR2
Honored Contributor
December 10, 2020
Not sure being an early bird is a good thing... Hmmmm.. . But 3 months have passed, or close...

https://www.reddit.com/r/ValveIndex/comments/k9la54/after_installing_an_rtx_3080_into_my_system_vr_is/
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 19, 2020
I took a deep breath - and this time I did not install Revive on top of an existing version, but uninstalled 1.9.2 before installing 2.1.1. And this time it worked perfectly. 

Now I could Revive Medal of Honor: Above and Beyond, and the game worked perfectly using Index res 100%. Was also playable using res 130%, but did get some severe stuttering a few places. 
The games looks surprisingly great using Index, like @pyroth309 wrote I can see many more fine details I didn't notice with the CV1. It's a joy using Index for this game, but I'll probably continue with CV1 for now anyway. It has to do with oled, blacks are much better using CV1 - and as long as I have my GTX 1080 then performance is also better with the CV1.
CV1 has better bass sounds, but voiced are much more clear using Index - and it's easier to hear more distant voices- might be a draw to decide if Index or CV1 is best at sound in this game (I didn't check movies and music). 

Maybe performance is even better with the Steam version, but I got great performance using Revive - not sure it's worth to buy the game for the Index for another $60 ;)
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
December 19, 2020
Nice, yea current revive release version has been better for me than 1.9.2. It fixed an issue I was having with the Oculus account authorization and I haven't encountered any significant issues with it. I rolled back to 1.9.2 to try to fix things a couple of times but it hasn't been any better so you should be good to go.