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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

kojack
Honored Contributor
August 21, 2019
Different headsets have different multipliers too, due to lens distortion properties. The CV1 is about 1.24 multiplier horizontally, while the DK2 was about 1.5 and the DK1 was 1.7 (so Pixel Density 1.0 would be 1.7 times the native panel res).

Author: Oculus Monitor , Auto Oculus Touch , Forum Dark Mode , Phantom Touch Remover , X-Plane Fixer Hardware: Threadripper 1950x, MSI Gaming Trio 2080TI, Asrock X399 Taich Headsets: Wrap 1200VR, DK1, DK2, CV1, Rift-S, GearVR, Go, Quest, Quest 2, Reverb G2, Quest 3
RuneSR2
Honored Contributor
August 21, 2019

kojack said:

Different headsets have different multipliers too, due to lens distortion properties. The CV1 is about 1.24 multiplier horizontally, while the DK2 was about 1.5 and the DK1 was 1.7 (so Pixel Density 1.0 would be 1.7 times the native panel res).



It easily gets complicated. Found this for the CV1 - again much lower values for CV1 236% than I get for Index 200%, so makes sense that I'm pushing my GTX 1080 much harder using Index 200% compared to CV1 200%:

CV1 236%


Index 200%


Or maybe I should just state that Index 200% looks incredibly awesome and I'm very happy to pull 90 fps using that image quality in several lesser demanding games and apps. Getting Index 200% in more advanced games like Lone Echo - and 90+ fps - may really be worth a RTX 3080 or better, lol. 
Did read that some dude used ss 400% in Google Earth - maybe worth a try, I wonder what's the upper limit for Index before you really can't see any difference and you're just wasting performance.  

BTW, ss means a lot to the Index. Probably because of all the subpixels, ss dramatically improves the image quality (Pyroth309 told me that weeks ago, but I'm a slow learner, lol). It may not be a big issue for many Index users, because image quality is already great using Index 100%, and using the CV1 you really depend on high levels of ss to get acceptable image quality due to ss 1.0 being extremely blurry. Maybe ss beyond SteamVR 100% is a luxury using Index, but that doesn't make it less enjoyable. 
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
August 21, 2019
Wow Westworld VR, the series is brilliant. I would so love Red Dead Redemption to come to VR. My god imagine that. Just walking into a saloon in such a richly populated world.

You lose me a bit with the all the settings comparisons but thanks for adding the simpler version for me  :)

 RuneSR2 said:
Or maybe I should just state that Index 200% looks incredibly awesome.
RuneSR2
Honored Contributor
August 21, 2019


Wow Westworld VR, the series is brilliant. I would so love Red Dead Redemption to come to VR. My god imagine that. Just walking into a saloon in such a richly populated world.

You lose me a bit with the all the settings comparisons but thanks for adding the simpler version for me  :)

 RuneSR2 said:
Or maybe I should just state that Index 200% looks incredibly awesome.


Just let me know if I can do anything to help, should you ever need it. But yeah, calculating 17 million pixels per image does look awesome on the Index in 90+ fps ;)

This also may imply that Reverb will work just fine in many less demanding VR games, if you have a GTX 1080 or 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"
Honored Contributor
August 21, 2019
@RuneSR2 - Can you tell me if the option for motion smoothing is only available for the Valve index and HTC in Steam? I don't see the option using CV1.
RuneSR2
Honored Contributor
August 22, 2019

RedRizla said:

@RuneSR2 - Can you tell me if the option for motion smoothing is only available for the Valve index and HTC in Steam? I don't see the option using CV1.


Yes, it's not available for Rift and WMR, and you need Win10 and a Nvidia video card, more info here:

https://steamcommunity.com/games/250820/announcements/detail/1696061565016280495

Tom's Hardware measured reduced performance with ms on, for now I've disabled ms. 90 fps still get reduced to 45 x 2 when needed.
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
August 22, 2019
Seems like more and more are getting controllers working flawlessly:

https://www.reddit.com/r/ValveIndex/comments/cue3lg/full_kit_delivered_today_2308_controllers_working/

https://www.reddit.com/r/ValveIndex/comments/ctuzdb/just_received_my_index_in_the_eu_sticks_click_in/

https://www.reddit.com/r/ValveIndex/comments/cry40b/rmad_controllers_clicking_in_all_directions/

https://www.reddit.com/r/ValveIndex/comments/cqsids/my_new_controllers_are_perfect_all_the_clicks/

https://www.reddit.com/r/ValveIndex/comments/cqlyo9/index_valve_rma_controllers/

It's extremely easy to check if Knuckles are working perfectly or not, below are my controllers shown in the SteamVR Test Controllers Tool. These are all the moves you can't make if the Knuckles don't work correctly. Left thumb stick pressed down (=white colored circle, not pressed down is blue color, latter not shown here) + north-east-south-west directions (look for the very small white dot in the Thumb Stick circle, click to enlarge picture):






Right thumb stick pressed down (white colored circle) + north-east-south-west directions (look for the very small white dot in the circle):





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"
Participant
August 23, 2019
So basically just do a full circle while pressed down and confirm that the white dots stays on for the entire round?
RuneSR2
Honored Contributor
August 23, 2019

jab said:

So basically just do a full circle while pressed down and confirm that the white dots stays on for the entire round?


Yes, but there're probably just something like the 4 contacts, and these may be the hardest to activate, so getting all north-east-south-west check points to register should ensure that everything is working as intended. Or do the full circle, just make sure you do reach the periphery. Also very few games use these movements, so there may be some/many users who've never noticed if they've got fully working controllers or not...
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
August 23, 2019

RuneSR2 said:

"Seriously one of the best VR experiences I have had to date. Combat and collision mechanics are fantastic. Love the variation of weapons and feel of the environment. Can't recommend this game enough."

"One of the best hack and slash games available for VR (or really, one of the best VR experiences available, probably). The combat is responsive and intuitive, as is the item pickup and inventory system (unlike many VR games that hide that stuff behind a bunch of clunky menus displayed in world space)."

"One of the original VR greats. If you're a big fan of fantasy adventure games: You will want this game if you have a VR headset, I guarantee."











Seems like the dev got delayed - the big update that was promised in June (Index launch) should launch later today including:
  • Six distinct new realms, each beautifully hand-crafted for VR. Watch from a sheltered cove as the the moon rises over the sea, surrounded by birdsong discover deep forest groves by dawn, see clouds in twilight moving over mountains, walk through the bleached bones of a colossus to explore a canyon and a deadly desert beyond, in a gathering storm ascend a vast stairway to the heart of a dying peak, traverse a bottomless crevasse, discover secret caves, waterfalls, ruins, wander a vast mist-enshrouded swamp, loot treacherous dungeons and more.
  • New weapons to master, including an enchanted throwing hammer, deadly throwing axes, war-spears, bashing shields, shields to ward off blade, arrowhead or flame, quick-firing elven bows, hard hitting long-range bows, new two-handed weapons and an epic relic of such power…well…it Shall Not Be Named.
  • 10 new monsters and diabolical automata with unique combat mechanics.
  • Challenge yourself with over 15 new achievements.
  • Experience the thrill of face-to-face melee combat, explore, climb, mine, unravel the clues within poetic riddles, detect and defeat traps, solve puzzles, ride mystic levitating stones, follow spirit animals to healing groves and ancient gateways, all in a regenerating human-scale VR world.

More info here: https://www.roadtovr.com/vanishing-realms-the-sundered-rift-expansion-release-date

Quite sure this game is another candidate for solid 90 fps using SteamVR ss 200% on the Index B) The game still has the best hit detection I've seen in a VR game, the sword battles are second to none! This is one of my favorite VR games, even if the first part does look dated, can't wait for the expansion. 



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"