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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
May 29, 2021

Seems like something is brewing in the depths of the Mines of Moria 😁 - Thanks to Kevin for finding and posting this image!

 

 

https://www.galea.co/

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
June 5, 2021

^^^Has there been a revision of the Index as i see one with a front grill type facing and one with a smooth shiny front facing. what gives?

CV1/Vive-knuckles)/Dell Vr Visor/Go/Quest II/ PSVR/PSVR 2.
June 5, 2021

OmegaM4N wrote:

^^^Has there been a revision of the Index as i see one with a front grill type facing and one with a smooth shiny front facing. what gives?


I got my Index kit about 6 weeks or so ago, and it has a smooth shiny front faceplate.

Honored Contributor
June 5, 2021

Ah i see, so the shiny faceplate comes off and you have the grilleffect and front gap showing, got it. 😉

CV1/Vive-knuckles)/Dell Vr Visor/Go/Quest II/ PSVR/PSVR 2.
RuneSR2
Honored Contributor
June 6, 2021

Yes, some did quite incredible work on the face plate:

 

 

or get some vinyl 🙂

 

 

- Btw, Valve does mention that you should be careful when returning hardware for RMA, because you usually don't get any of your parts back. In fact Valve recently published this in the Index Subreddit trying to find the owner of this special face place:

 

https://www.reddit.com/r/ValveIndex/comments/nes3mv/i_need_help_retuning_this_to_the_owner_its_from_a/

 

If you remove the face place the Index looks like this:

 

 

There's an USB port which can be used for many things (ChillDex fan, add a usb drive etc). I prefer to have the face plate on though, looks much better 😉

 

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
June 6, 2021

SteamVR 1.17 has been out for some days, but maybe a good idea to make a post about it. New stuff:

 

Full Update Notes

 

SteamVR:

  • Fixed bug in Desktop View that caused tray size to jitter.
  • Added ability to add individual window views in Desktop View.
  • Added ability to dock views to left and right controllers and to see them in-game.
  • Fixed cursor rendering crash in Desktop View.
  • Improved window/desktop button section horizontal scrolling in Desktop View tray.
  • Fixed bug that was leaving windows with highest z-order after interacting with their window view.
  • Disable window resizing and minimizing when window view has focus.
  • Improved warning text for rare (display related) headset error.
  • Added ability to reposition docked views on controllers.
  • Allow users to spawn non-overlapped windows.
  • Improved handling of users minimizing windows with an active window view.
  • Fixed laser mouse length to be consistent with desktop and window views.
  • Fixed flickering bug with mouse cursor locking on click.
  • Desktop View keyboard can be used across any view and toggle button state gets correctly updated when user dismisses keyboard with "Done" button.
  • Fix per-app motion smoothing setting being hidden for Windows Mixed Reality headsets. Also exposed the global setting for them. Details: Headsets that use their own compositor have the current settings communicated to them, but it is up to the driver author to handle them. WMR for SteamVR does respect these settings. The Oculus driver does not (there is no API in the Oculus SDK to control ASW at this time), so the Motion Smoothing controls will remain hidden for Oculus headsets, and those users will need to continue using Oculus tools for adjusting.

 

Per-application Video Settings:

  • Field of View – Allows trading off peripheral vision for increased clarity (e.g. reading glasses). This works by using the same total render resolution to draw only a smaller subset of the scene.
  • Override World Scale – Enables adjusting the perceived scale of the world (e.g. to get the size of an aircraft cockpit to feel just right, or help short people reach tall places).
  • Note: In both cases, applications may cache values related to these features, and therefore may need to be relaunched for new settings to be fully applied properly. WMR headset users will need to opt into the beta version of Windows Mixed Reality for SteamVR.
  • Override World Scale: Added "fine" and "extreme" slider ranges.
  • Reorganized layout, and marked certain settings as advanced or hidden if not applicable (e.g. Legacy Reprojection Mode is only shown if Advanced settings are enabled, but is also hidden if using an Oculus or WMR headset where that setting does not have any affect).

 

OpenXR:

  • Fixed hand tracking joint poses mismatch with controller pose.
  • Fixed menu button not working for Vive and WMR controllers.
  • Match Oculus grip and aim poses for touch controllers.
  • xrCreateSwapchain will now return XR_ERROR_SWAPCHAIN_FORMAT_UNSUPPORTED if the provided swapchain format is not on the list of enumerated formats.
  • Added support for XR_COMPOSITION_LAYER_UNPREMULTIPLIED_ALPHA_BIT.
  • Added support for XR_COMPOSITION_LAYER_BLEND_TEXTURE_SOURCE_ALPHA_BIT.
  • Hand tracking extension now uses unobstructed/open hand motion range as default.
  • Implemented Hand tracking extension for "with motion controller" poses (new in OpenXR 1.10.16)
  • Eliminated long delay before returning failure when an OpenXR app inside an app container calls xrCreateInstance but SteamVR isn't running.
  • Fix for HP Reverb G2 thumbstick input not working.

 

Vive Pro:

  • Fixed SteamVR crash when using room view over Vive Pro wireless adapter.

 

Vulkan:

  • Fixed 32bit Vulkan applications intermittently failing to submit textures.

 

Source: https://steamcommunity.com/games/250820/announcements/detail/3021332002084697042

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
June 8, 2021

Btw, there's a nice intro to Steam 1.17 just published here:

 

https://www.pcgamer.com/steam-vr-field-of-view-fov-update/

 

Sigh, still waiting for Valve to return the hmd, and even if I love the CV1, there're many games and apps I greatly prefer with the Index, and the days are starting to feel ... long ... very long .... And can't even buy a spare hmd, as the hmd alone is still sold out. 

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"
June 8, 2021

RuneSR2 wrote:

Btw, there's a nice intro to Steam 1.17 just published here:

 

https://www.pcgamer.com/steam-vr-field-of-view-fov-update/


👍

😎

Nice!

As a flight simmer I can see that override world scale being handy.

Honored Contributor
June 6, 2021

^^^That Doom faceplate is a work of art.

CV1/Vive-knuckles)/Dell Vr Visor/Go/Quest II/ PSVR/PSVR 2.
RuneSR2
Honored Contributor
June 7, 2021

And finally the Index is now available in Australia! Well, sort of - not sure how expensive this is...

 

 

Get it here: 

 

https://www.ebgames.com.au/product/pc/231700-valve-index-complete-vr-kit

 

EDIT: My currency converter says that's US$ 1,475.00 - so not totally ... cheap ... *cough!* 😉 But it's US$ 1,250.00 in the EU, so only $225 more Down Under... 

 

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
June 8, 2021

Note that Valve has just begun to sell replacement parts for the Index - thus you don't have to buy two controllers if one fails after the warranty has expired - and you can now buy a new cable:

 

 

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
June 8, 2021

Looks like production may be ramping up now.

CV1/Vive-knuckles)/Dell Vr Visor/Go/Quest II/ PSVR/PSVR 2.
June 8, 2021

That would be good news maybe they can get closer to keeping up with the high demand.

Zenbane
Honored Contributor
June 8, 2021

Anonymous wrote:

That would be good news maybe they can get closer to keeping up with the high demand.


 

There's no evidence of high-demand. It's a fallacy to believe that "out of stock" means the demand is high.

 

Some folks on reddit seem to get it at least.

 

"I was browsing this subreddit and was just thinking when something hit me, basically 50% (exaggerating and a guess) of the people that own an index and are on this subreddit RMA their products. Most of the time they get a replacement. Maybe that is the reason why it's taking them forever, because valve has to constantly send people replacement items."

 

https://www.reddit.com/r/ValveIndex/comments/ewdlop/possibly_a_reason_for_the_index_being_out_of_stock/

 

In a separate thread this week, OmegaM4N chastised Facebook because they botched the first wave of the elite strap. So where is the chastisement for Valve botching all their hardware?

 

It's likely that the Index is out of stock due to all the RMA'ing defective products. Even Rune just posted about this issue,

"Note that Valve has just begun to sell replacement parts for the Index - thus you don't have to buy two controllers if one fails after the warranty has expired"

 

Perhaps the Index is "in stock" again because so many existing units fell out of Warranty, so now Valve can stop with the RMA'ing and start charging for replacement parts. Seems far more logical than the false assumption that Valve can't keep up with high-demand.

RuneSR2
Honored Contributor
June 8, 2021

Btw, have been giving this game some thought:

 

 

 

RTX isn't new, but with Series 30 we may finally get enough power to see next gen VR games - with supported raytracing. Never thought I'd see any VR game with such advanced features so soon.

I was thinking that Index may be a good choice for such games, while hmds with higher res may be challenged delivering sufficient performance. Interesting how it'll turn out. Not sure 144 fps and res 200% will be possible even with 3090, lol, - then again, maybe DLSS can work some magic!

 

The game is now 50% off on Steam, but needs a gamepad. I just bought the game. 

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
June 11, 2021

Seems Undead Citadel is still alive, lol - can't wait to try the demo next week! Jump to 0:40:

 

 

Check out the Steam Fest next week: 

 

https://store.steampowered.com/sale/nextfest

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"
Zenbane
Honored Contributor
June 11, 2021

RuneSR2 wrote:

Seems Undead Citadel is still alive, lol - can't wait to try the demo next week!

 


 

Looks cool, but per the Moderator's request, shouldn't posts like this end up in their own thread? Seems we're still needlessly bumping this thread with non-Index specific information, and essentially using this thread as a "forum within a forum."