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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

Participant
June 28, 2019

pyroth309 said:
Wireless coming up later according to Newell.
Glad you caught that, I watched this Video earlier on my phone and missed that statement. I was 99% sure it was coming based on previous statements from Gabe but glad to hear it reconfirmed. 



And with SteamVR you have an actual ecosystem, so that you don't have to throw out all your old equipment and buy everything from scratch every time there is something new.
kevinw729
Inspiring
June 28, 2019
For those that were not able to attend - here is a little video worth a watch from the VALVE Index mixer:

https://www.facebook.com/Nico.Riddell/videos/10157207422690540/

EDIT - Sorry working on UK time - see you have already shared it (Duplicate)
https://vrawards.aixr.org/ "The Out-of-Home Immersive Entertainment Frontier: Expanding Interactive Boundaries in Leisure Facilities" https://www.amazon.co.uk/Out-Home-Immersive-Entertainment-Frontier/dp/1472426959
Inspiring
June 28, 2019

pyroth309 said:


Actually encouraged by the colors shown here


Do we know what camera and mode was used to take them?
Up and Coming
June 28, 2019

Wildt said:


pyroth309 said:


Actually encouraged by the colors shown here


Do we know what camera and mode was used to take them?


Nope, just that it was in manual but that could mean anything depending on the camerea. But here's one compared to a Vive. Again, nothing to fall on a sword for but encouraging nonetheless. I'll find out for sure in 5-10 hours when i get mine. 






Techy111Author
Honored Contributor
June 28, 2019
Looks like a gamma increase with the index yes ? I prefer that look.
A PC with lots of gadgets inside and a thing to see in 3D that you put on your head.
kevinw729
Inspiring
June 28, 2019
The more I see and read about Valve Index it seems to be incremental improvements and enhancements - less a Next-Gen and more a culmination of lessons learned. What the Vive Pro should have been rather than just a more expensive engineering revision. The news that Valve is looking at a wireless solution will also get many heads buzzing to the opportunities. This for me is a clear demarcation between a strategy of mass adoption through Standalone (mobile-phone power VR) and high-end (PC based VR). That Indie support if front and center on Index also reminds me of the good-old-days of DK1/2. 
https://vrawards.aixr.org/ "The Out-of-Home Immersive Entertainment Frontier: Expanding Interactive Boundaries in Leisure Facilities" https://www.amazon.co.uk/Out-Home-Immersive-Entertainment-Frontier/dp/1472426959
RuneSR2
Honored Contributor
June 28, 2019
Personally - but I've yet to try it - I consider Index true 2nd gen. 144 Hz displays, wider fov, improved 3D audio, nearly 100% increased res (+subpixels) compared to Rift, full finger tracking (and gold standard when it comes to tracking, even some 3 sensor CV1 dude was greatly impressed with the tracking), double lenses for large sweet spot, close to no SDE, decreased god rays and probably best ever comfort. If Oculus had released the Index + Knuckles, would anyone think it's not gen 2? 
Actually 2nd gen is simply the next generation of a product, so Rift-S would per definition be second gen compared to Rift. It's difficult trying to subjectively define truly "2nd gen" features, maybe it's more a discussion of when does the sum of smaller changes result in an experience which is significantly improved from previous similar products. I don't think 2nd gen is defined by wireless and foveated rendering - wireless is already possible on the Vive Pro. Although I like the idea of foveated rendering, so far hardware requirements for the Vive Pro Eye haven't been reduced - and I couldn't care less for wireless - actually I often move so fast that it's the cable tightening and not Guardian boundaries that keep me safe and from hitting walls and furniture.
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"
kevinw729
Inspiring
June 28, 2019

RuneSR2 said:

Personally - but I've yet to try it - I consider Index true 2nd gen.
.....



I agree that I need to get some serious time on the system before my final decision - and hope to get that done this week. But from my current perspective, the definition of "next-Gen" in comparison to the current generation, needs more than just a slightly wider screen, improved optics and improved interface. I would say that the Index Controller (Knuckles) seems a game changer, but more a innovative development of the current gen. 

In comparison to the VIVE the system is a enhanced and improve approach, the infamous 2.0 - anthology we see applied. I expect that if Oculus had created the Index, this and other forums would have been filled with "second coming" and "Next Gen" references - so again as this is from a new competitor with a history from Oculus this also may sway some plaudits, (explaining so much hate over the high price). 

I do see Index as a Sea-Change in the consumer VR approach, but as a serious Next-Gen candidate, I feel its close - but we need to see others follow this path, and I wonder if this is the beginning of a new "phase" of innovation, rather than generation of adoption?
https://vrawards.aixr.org/ "The Out-of-Home Immersive Entertainment Frontier: Expanding Interactive Boundaries in Leisure Facilities" https://www.amazon.co.uk/Out-Home-Immersive-Entertainment-Frontier/dp/1472426959
RuneSR2
Honored Contributor
June 28, 2019
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 28, 2019
It has happened  :)

"Update June 2019

28 JUN @ 5:00PM - INDIMO
This update adds Valve Index Controller support to the base game. NOTE: If you are an Index Controller owner, when playing Vanishing Realms please be sure to use the "Indimo Labs: Official Index Controller Binding". 

You can do this from the STEAMVR menu, Devices, Configure Controller, Vanishing Realms. View the "Indimo Labs: Official Index Controller Binding", then Select it.

Climbing, Throwing, Teleporting, Glide Movement, Snap Turns, Dropping now use hardware features of the Index Controllers. For instance for most configurations of climbable ropes and chains, you can 'grab' the rope or chain by closing your hand around it. Open your hand to drop items or the rope you're climbing. To Glide (if you've enabled the feature), you may push forward on the left joystick rather than swiping on the Track Pad. Glide movement speed is proportional to how far you push the joystick. To Teleport, you can push forward on the right joystick, and to Snap Turn in place, you can push left or right. Picking up world items, and sweeping through items such as floating treasure, continues to use a trigger click with the offset blue orb as a hotspot. 

The game should now behave a little more sensibly if you happen to activate one or both controllers after you launch the game. You can also mix Vive and Index controllers while playing, and the game will refrain from second guessing your motivations.

When launched, the game should now also load extremely quickly to the main menu room. The game will only load content once a player selects the target area.

That's it for now - more news later!"

But did that include episodes 3 and 4?!  :|
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"