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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

Zenbane
Honored Contributor
October 7, 2021

Great video on the rumors around Valve's new headset:

 

 

Deckard = Deck Augmented Reality Device

 

🤔

RuneSR2
Honored Contributor
October 8, 2021

Just got a nice Christmas package from Santa Valve 😀 

 

Seems like nothing has changed the last 2 years - but do let me know if anyone sees something new 😎

 

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
October 10, 2021

Btw, my new controller does not feel the same as the old one. The thumstick feels more solid (more sturdy when pushing it), and it's now back to the original height. After the initial release in 2019 and all the drifting controllers, Valve increased the height of the thumbstick, just 1-2 mm, but it was noticeable. My new controller no longer has the increased height and is now the same as my old original right controller (still going strong after more than 2 years). I always use the left thumbstick for locomotion explaining why my left controllers have been more prone to drifting. 

Also the texture on the thumbstick button feels different - more friction and better grip. Hard to capture on photos, but easy to feel when trying the controller for the first time. 

I can now remove the deadzone completely and there's no drifting - the new controllers works perfectly. 

Thus even if the new controller has the same 1005 version number, surely Valve has been making several modifications. For the last year or more, posts about drifting have been rare in the Index Subreddit. 

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"
October 10, 2021

I have not seen any issues with my Index controllers yet but I also probably don't use them as heavily as you do since I do a lot of flight sims. Although the last few days my X-Box wireless controller I got with my Rift CV1 is seeing a lot of action in MechWarrior 5 VR. It was cool already having that controller , I had no reason to use it for the last few years until this game came along with the VR Mod.

RuneSR2
Honored Contributor
October 12, 2021

Yesterday I finally got to it - seems a bit like a chore - and I had postponed it for long. I have two version of MaskMaker installed - both the Rift and the Steam version. Finally I would be able to compare Index Revived vs. Index (native Steam drivers) performances. 

My idea - when using standard 90 Hz: how much res can I apply before going down to 45 fps? Since I can scale res extremely detailed (scale goes to 500% with 2% steps), I would be able to detect just a few percent of difference. My hypothesis was that I can use higher res with the Steam version than the Revived Oculus version due to Revive taking up resources and thereby impacting performance. 

Using the RTX 3090 I felt like a fresh start would be res 400% with Revive - and I started Maskmaker (highest graphics setting) - and I got 90 fps in the start and in my save game. Bummer 😄 Well - let's up the res to a gigantic 500% then! But it didn't help - still got solid 90 fps in the start and in my save game. Ok, now I started putting on some masks - trying to find particularly demanding scenes - found one in a valley with great view distance:

 

Finally a place where I got 45 fps with res 500% 🙂

 

Now I started the Steam version - res 500% too. Got solid 90 fps all the places I tested with Revive - and in the valley above it also went down to 45 fps. Bummer... 

Conclusion: using Maskmaker I can't see any performance difference with Revive or native Steam drivers. If there's a difference it's so tiny I don't register it consciously, thus it may be so small it does not matter (which is a kinda mind-blowing conclusion). Of course I could try going for 120 or 144 Hz, but these jumps are too much - I need a method where I can measure very small differences. 

I also have Seeking Dawn and Arizona Sunshine I can install and test - have both the Oculus Store and Steam versions - and surely there will be no ceiling effect when using Seeking Dawn (no way that game can do 90 fps with res 500% lol), but with no clear signal at all from Maskmaker, not really sure I'm going to spend more time on this - for now. 

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
October 23, 2021

Btw, a new version 3.0 of Revive just launched a few days ago - but Revive 2.1.1 is working close to flawlessly on my rig, so I think someone else than my should try v 3.0 ... first 😁

 

https://github.com/LibreVR/Revive/releases

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"
November 3, 2021

Well seems after several months of heavy usage my Vive Pro 2 has developed a major issue. Severe stuttering and shaking of the image once in any game.  Really bad in the game menus and some games it continues whilst trying to play the game, Very erratic but very present , it is so bad can not hardly navigate the game menus.

 

I have troubleshooted it for many days, finally opening a support ticket with HTC yesterday. They contacted me today requesting several items of info which I have replied to. Will see how this goes, I have loved the headset big time but have read some pretty bad stories on folks getting their headsets fixed that were bad.

 

So as a last test this morning since I already had the Lighthouse 2.0 system and Index Controllers up and running with the Vive Pro 2, I unplugged the VP2 and plugged my Index in to check and make sure it was not the tracking system. Ran the Index most of the day today and it ran beautifully. MechWarrior 5 Mercenaries with the VR Mod looked great in it as well with some super sampling. Yeah I am still somewhat hooked on that game. I had forgotten how nice that bigger FOV of the Index was. And Index still even smells new, as I did not have a lot of hours on it.  Unplugged the Index and plugged VP2 back in, and it was a shaky stuttering mess. Something seriously wrong with it I think.

 

I did all the usual, tried different display ports, different USB ports, reseated the HMD cable, etc. It is pretty bad right now. Hopefully I can get some good support out of HTC on it, will see.

Up and Coming
November 4, 2021

A big part of the reason I sent mine back was I was afraid it had long term issues lurking. I could see my panels visibly Flickering sometimes and only way to get it to stop was to unplug it and replug it in. I also had some kind of software issue with seeing shadows turn off in the peripheral of my right eye as I turned my head. I'm pretty sure that was supposed to be happening behind me not in my view.

 

I got cold feet when I was thinking about keeping it past the return period. It's a shame there's been so many issues with the Vive Pro 2 because games looked awesome in it.

November 4, 2021

pyroth309 wrote:

A big part of the reason I sent mine back was I was afraid it had long term issues lurking. I could see my panels visibly Flickering sometimes and only way to get it to stop was to unplug it and replug it in. I also had some kind of software issue with seeing shadows turn off in the peripheral of my right eye as I turned my head. I'm pretty sure that was supposed to be happening behind me not in my view.

 

I got cold feet when I was thinking about keeping it past the return period. It's a shame there's been so many issues with the Vive Pro 2 because games looked awesome in it.


Yeah that is for sure, up until this happened mine was performing and looking great in all my games.

But even just comparing my Index Headset to the Vive Pro 2, the Index just reeks of quality - VP2 not so much.

November 4, 2021

Heard back from HTC this morning. They asked me for a little more info and to do a couple more tests, I have done so and supplied the info. Sounds like they are leaning toward a possible cable issue. So far they have been very responsive to me, will see what happens next. Cable appears fine no visible kinks that I can see. I only play seated and tend to take care with the cable. I am kind of enjoying this Index in the meantime.

RuneSR2
Honored Contributor
November 4, 2021

Nice to hear. In many games I can use res 300 - 500% with the Index, and have been thinking about getting more res instead of all this super sampling. But I really can't find any solution which seems to have it all, I'll probably be enjoying the Index until a proper micro-oled big-fov perfect-tracking awesome-sound alternative arrives, 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"
November 4, 2021

Yeah that might be the smart thing lol.

Now I have heard back from a different individual at support, asking me to uninstall and reinstall Steam and Vive Console. I reminded him I had already tried that on three separate occasions. And the Index headset works flawless with the same Steam software and tracking system.

 

Something is definitely amiss with the Vive Pro 2 headset or cable.

 

Up and Coming
November 5, 2021

Yea Index still punches above its weight with supersampling. I also would rather have more physical pixels over supersampling. There’s no perfect solution yet.

 

The new revised G2 will be pretty awesome but still will have the peripheral blurring issues that is annoying in some games for me. Forces you to head track for most looking over moving eyes like I do in Index.

 

Quest 2 with link has come a long way since the early days but I still prefer Index over it for for comfort, fov, audio and colors. Quest 2s 88 fov really bugs me more than CV1 ever did due to the black bars i see the whole time. It also looks quite drab to me when I’m in it compared to my other hmds. Things look a lot more lifelike in my Index and especially my G2. This video shows it better than I can describe. Skip to 4:08 and hopefully you have a monitor with decent colors to see it lol. Preferably OLED. 😁

 

 

That said Index is 3 times the price and isn't 3 times better even with supersampling to 400. They’ve done a good job getting the clarity to an acceptable level with link and to a degree airlink. Wireless and play anywhere/quick setup is super nice features to have. But that’s just my .02

 

We still reside in a group of tradeoffs which is why there's so many disagreements. Nothing yet does everything well in the consumer market imo.

November 5, 2021

Yeah very true on the tradeoffs. I am still waiting on a headset mfg to create the one that has everything lol.

Man I will say though handling the Index over the last few days, that thing is so solid - handling other headsets compared to it almost feel like toys. I hope Valve keeps that same solid build quality in their next iteration of Index.

 

I will say MechWarrior 5 Mercenaries is looking really good in the Index with some SS. I seem to be somewhat addicted to that game now...

I have gotten more use out of the X-Box Controller that came with my Rift CV1 now with this game than I ever got before.

RuneSR2
Honored Contributor
November 5, 2021

Another problem may be that more high-res hmds need more high-res textures to really shine. Some older games and apps look really bad with the Index, where low-res textures pop - but are much better hidden by the Rift CV1 SDE. 

For most games I think the Index has a nice balance for the res - not too high and not too low. And ss gives a nice soft image quality. 

 

And then there're the behemoths - games where I can't go beyond res 200% before losing 90 fps with the Index. Lone Echo 2 is one example - but there's another 😁

 

 

For now Index may be a great solution for optimal performance and image quality - if you have an extremely fast gpu that is. 

It's only with the Index and RTX 3090 I feel that Emberstone finally is playable - in 90 fps, highest graphics settings and res 200%. And the game looks awesome. Next stop Obduction VR, 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"
November 5, 2021

Well after a couple of more back and forths today with HTC they have agree to take the unit back for inspection and repair or replace I guess. I will say I have read some pretty disturbing stuff of others experience with returns to them over on the Vive forums so not sure what to expect here. It was an expensive headset and needs to work right. This is the first VR headset I have run into an issue with and have owned a few. I have sent them the info they asked for to get the return processed.

 

In the meantime spent all day continuing my campaign in MechWarrior 5 Mercenaries with the Index, great fun!!

November 6, 2021

OK received my return RMA for the Vive Pro 2. I am in the states and thankfully it is not going overseas, will be going to WA. They did include a Fed EX Label with prepaid shipping for the return so that is good.

 

Only thing I am questioning is their return process states to disconnect the cable and accessories and return only the bare headset. Does not make sense to not include the headset cable or even Link Box in case the issue is with one of those.

RuneSR2
Honored Contributor
November 6, 2021

I'd be careful not to return more than they ask for. At least Valve clearly states that if you return more than they ask for, you may only get back what they asked for 😉 Or at least clear everything with Support before adding cable or Link Box... 2c. 

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"
November 6, 2021

RuneSR2 wrote:

I'd be careful not to return more than they ask for. At least Valve clearly states that if you return more than they ask for, you may only get back what they asked for 😉 Or at least clear everything with Support before adding cable or Link Box... 2c. 


Yeah I saw that hence is why I was concerned. Just does not make sense , say the issue is actually the cable rather than the headset and I do not send that back and they do not find any issue.  Anyways I have emailed support on this asking the question so hopefully I will hear back soon as I already have the shipping label and would like to get the unit shipped on to them.

Seems issue could be in headset, in cable, or in Link box. Probably headset but who knows.