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Pre-Order Vavle Index Tomorrow + More Info

The Benjamins
3 hours ago, Drak3 said:

Now, if only there were enough good games to make buying one worth it.

VR is better suited for education and training than gaming, and this is a hill that I absolutely will die on.

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Valve hinted that they had a big VR title in the works, whatever that means.

“Remember to look up at the stars and not down at your feet. Try to make sense of what you see and wonder about what makes the universe exist. Be curious. And however difficult life may seem, there is always something you can do and succeed at. 
It matters that you don't just give up.”

-Stephen Hawking

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2 minutes ago, Mihle said:

Valve hinted that they had a big VR title in the works, whatever that means.

They are going to launch the game everyone has been asking for. Half Life 3...d.

 

I would honestly respect this power move.

My (incomplete) memory overclocking guide: 

 

Does memory speed impact gaming performance? Click here to find out!

On 1/2/2017 at 9:32 PM, MageTank said:

Sometimes, we all need a little inspiration.

 

 

 

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6 hours ago, r2724r16 said:

That costs more than my PC :(

If it costs more than your PC then your pc mostly likely cant power the thing properly. The resolution is higher than normal 1440p and you would want to run it at 120 fps fairly consistently to run this thing properly so not just any PC would cut it for this thing. 

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6 hours ago, Drak3 said:

No, there aren't. VR games are largely crap. What few good games there are, are typically short and basic.

That maybe was true 2 years ago not anymore

ƆԀ S₱▓Ɇ▓cs: i7 6ʇɥפᴉƎ00K (4.4ghz), Asus DeLuxe X99A II, GT҉X҉1҉0҉8҉0 Zotac Amp ExTrꍟꎭe),Si6F4Gb D???????r PlatinUm, EVGA G2 Sǝʌǝᘉ5ᙣᙍᖇᓎᙎᗅᖶt, Phanteks Enthoo Primo, 3TB WD Black, 500gb 850 Evo, H100iGeeTeeX, Windows 10, K70 R̸̢̡̭͍͕̱̭̟̩̀̀̃́̃͒̈́̈́͑̑́̆͘͜ͅG̶̦̬͊́B̸͈̝̖͗̈́, G502, HyperX Cloud 2s, Asus MX34. פN∩SW∀S 960 EVO

Just keeping this here as a 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̌̅̒̾̈́̆͌̌̾̎̽̐̅̏́̈̔͛̀̋̃͊̒̓͗͒̑͒̃͂̌̄̇̑̇͛̆̾͛̒̇̍̒̓̀̈́̄̐͂̍͊͗̎̔͌͛̂̏̉̊̎͗͊͒̂̈̽̊́̔̊̃͑̈́̑̌̋̓̅̔́́͒̄̈́̈̂͐̈̅̈̓͌̓͊́̆͌̉͐̊̉͛̓̏̓̅̈́͂̉̒̇̉̆̀̍̄̇͆͛̏̉̑̃̓͂́͋̃̆̒͋̓͊̄́̓̕̕̕̚͘͘͘̚̕̚͘̕̕͜͜͝͝͝͠͝͝͝͝͠ͅS̷̢̨̧̢̡̨̢̨̢̨̧̧̨̧͚̱̪͇̱̮̪̮̦̝͖̜͙̘̪̘̟̱͇͎̻̪͚̩͍̠̹̮͚̦̝̤͖̙͔͚̙̺̩̥̻͈̺̦͕͈̹̳̖͓̜͚̜̭͉͇͖̟͔͕̹̯̬͍̱̫̮͓̙͇̗̙̼͚̪͇̦̗̜̼̠͈̩̠͉͉̘̱̯̪̟͕̘͖̝͇̼͕̳̻̜͖̜͇̣̠̹̬̗̝͓̖͚̺̫͛̉̅̐̕͘͜͜͜͜ͅͅͅ.̶̨̢̢̨̢̨̢̛̻͙̜̼̮̝̙̣̘̗̪̜̬̳̫̙̮̣̹̥̲̥͇͈̮̟͉̰̮̪̲̗̳̰̫̙͍̦̘̠̗̥̮̹̤̼̼̩͕͉͕͇͙̯̫̩̦̟̦̹͈͔̱̝͈̤͓̻̟̮̱͖̟̹̝͉̰͊̓̏̇͂̅̀̌͑̿͆̿̿͗̽̌̈́̉̂̀̒̊̿͆̃̄͑͆̃̇͒̀͐̍̅̃̍̈́̃̕͘͜͜͝͠͠z̴̢̢̡̧̢̢̧̢̨̡̨̛̛̛̛̛̛̛̛̲͚̠̜̮̠̜̞̤̺͈̘͍̻̫͖̣̥̗̙̳͓͙̫̫͖͍͇̬̲̳̭̘̮̤̬̖̼͎̬̯̼̮͔̭̠͎͓̼̖̟͈͓̦̩̦̳̙̮̗̮̩͙͓̮̰̜͎̺̞̝̪͎̯̜͈͇̪̙͎̩͖̭̟͎̲̩͔͓͈͌́̿͐̍̓͗͑̒̈́̎͂̋͂̀͂̑͂͊͆̍͛̄̃͌͗̌́̈̊́́̅͗̉͛͌͋̂̋̇̅̔̇͊͑͆̐̇͊͋̄̈́͆̍̋̏͑̓̈́̏̀͒̂̔̄̅̇̌̀̈́̿̽̋͐̾̆͆͆̈̌̿̈́̎͌̊̓̒͐̾̇̈́̍͛̅͌̽́̏͆̉́̉̓̅́͂͛̄̆͌̈́̇͐̒̿̾͌͊͗̀͑̃̊̓̈̈́̊͒̒̏̿́͑̄̑͋̀̽̀̔̀̎̄͑̌̔́̉̐͛̓̐̅́̒̎̈͆̀̍̾̀͂̄̈́̈́̈́̑̏̈́̐̽̐́̏̂̐̔̓̉̈́͂̕̚̕͘͘̚͘̚̕̚̚̚͘̕̕̕͜͜͝͠͠͝͝͝͝͠͝͝͝͠͝͝͝͝͝͝ͅͅͅī̸̧̧̧̡̨̨̢̨̛̛̘͓̼̰̰̮̗̰͚̙̥̣͍̦̺͈̣̻͇̱͔̰͈͓͖͈̻̲̫̪̲͈̜̲̬̖̻̰̦̰͙̤̘̝̦̟͈̭̱̮̠͍̖̲͉̫͔͖͔͈̻̖̝͎̖͕͔̣͈̤̗̱̀̅̃̈́͌̿̏͋̊̇̂̀̀̒̉̄̈́͋͌̽́̈́̓̑̈̀̍͗͜͜͠͠ͅp̴̢̢̧̨̡̡̨̢̨̢̢̢̨̡̛̛͕̩͕̟̫̝͈̖̟̣̲̖̭̙͇̟̗͖͎̹͇̘̰̗̝̹̤̺͉͎̙̝̟͙͚̦͚͖̜̫̰͖̼̤̥̤̹̖͉͚̺̥̮̮̫͖͍̼̰̭̤̲͔̩̯̣͖̻͇̞̳̬͉̣̖̥̣͓̤͔̪̙͎̰̬͚̣̭̞̬͎̼͉͓̮͙͕̗̦̞̥̮̘̻͎̭̼͚͎͈͇̥̗͖̫̮̤̦͙̭͎̝͖̣̰̱̩͎̩͎̘͇̟̠̱̬͈̗͍̦̘̱̰̤̱̘̫̫̮̥͕͉̥̜̯͖̖͍̮̼̲͓̤̮͈̤͓̭̝̟̲̲̳̟̠͉̙̻͕͙̞͔̖͈̱̞͓͔̬̮͎̙̭͎̩̟̖͚̆͐̅͆̿͐̄̓̀̇̂̊̃̂̄̊̀͐̍̌̅͌̆͊̆̓́̄́̃̆͗͊́̓̀͑͐̐̇͐̍́̓̈́̓̑̈̈́̽͂́̑͒͐͋̊͊̇̇̆̑̃̈́̎͛̎̓͊͛̐̾́̀͌̐̈́͛̃̂̈̿̽̇̋̍͒̍͗̈͘̚̚͘̚͘͘͜͜͜͜͜͜͠͠͝͝ͅͅͅ☻♥■∞{╚mYÄÜXτ╕○\╚Θº£¥ΘBM@Q05♠{{↨↨▬§¶‼↕◄►☼1♦  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6 hours ago, Suika said:

My Vive's controllers are primarily why I don't play VR games a whole lot as it is, if those controllers are compatible with existing HTC Vive units, I'd love to snag them at some point.

 

The headset sounds nice but is just way too expensive to want to upgrade tbh, that kind of makes this a weird product. It's not cheap enough to suddenly want to get into, and it's too expensive and not enough improved to upgrade from older units... huh. Those controllers tho, still look nice.

According to their website, it's compatible with both the Vive and the Vive pro. 

Make sure to quote or tag people, so they get notified.

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$1k USD?! .... Oh jeez. 

 

Around $400 CAD would be an ideal price for me, since that's how much a relatively nice monitor cost(not talking super high end)... Above that and I just can't justify it to my wallet.

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Source- https://store.steampowered.com/valveindex

 

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Steam has a landing page up for their new VR headset and controller package, dubbed the "Valve Index". Pre-orders go live on May 1st, 2019 (tomorrow)

 

FEATURES

The headset features (price $499)-

  • Dual Front cameras with pass-through (Valve says computer vision possibilities)
  • 1440x1600 RGB LCD (not OLED) screens 
  • 120Hz refresh rates, with an experimental 144Hz mode
  • low persistence with reduced illumination period of 0.330ms to 0.530ms 
  • 20° more FOV than the HTC Vive
  • Canted optics- The headset’s displays cant outward by 5 degrees- improving the outer FOV.
  • Built in no-ear-contact headset
  • Quick-swap antimicrobian face pads

 

The controller features-

  • 87 sensors to track hand position, finger position, motion, and pressure
  • Squeeze-ability- The controller body is a grip input, with built-in force sensors
  • Trackpad- The oval button on the face has force and capacitive sensors
  • 7+ hour battery life (batteries don't appear user replaceable)
  • Note- listed compatibility only for Vive, Vive Pro, and Valve Index headset

The base station features-

  • Laser tracking at 100hz
  • 7m range at 160º x 115º FOV
  • Note- listed compatibility only for Vive Pro and Valve Index, NOT base Vive/Rift.

 

PRICING

There are 5 brackets/packages-

  • $999- Entire Package (2x base station, controller, headset)
  • $749- Headset + controller (backwards compatible with Vive/Vive Pro base stations)
  • $499- Headset
  • $279- Controller
  • $149- Base Station

 

My take-This is competitive with the Vive Pro- but doesn't seem to "stand out" in a meaningful way. At over the twice the price of gen-1 VR headsets (Vive, Rift), and about $200 more expensive than the Vive Pro- I'm concerned about how well it will perform; this device is probably best intended for people already with VR headsets and disposable income to upgrade to try something with higher specs. It's also unknown if the controllers will work with the Rift at the moment. They're only listed as having support for the Vive and Index at the moment. Also, given the higher resolution + higher refresh rate- I'll be surprised if the minimum of a 970 will be able to drive this. I'll update this with more articles and content as I find it- I remember reading that Oculus said there's a reason why they're not going to "gen 2", and I think that'd be an interesting read to go along with this story.

 

Here's the article (RoadToVR)- on why Oculus says there isn't a Rift 2 or Pro yet- TL;DR is every VR user wants something different- higher resolution screens, full body tracking, wireless, etc.- these add costs, complicate things, or aren't cross-compatible (higher resolution + wireless); and when everything's included- the device will cost ~$3k. Oculus' goal is to bring as many people into VR with the Rift S as opposed to a Rift 2 that would make some people happy, but fragment development and consumers. They will launch a Rift 2 when they can bring costs down and when enough people have adopted VR and there are enough people ready to move onto a Gen 2.

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Just included the article from Oculus' VP of marketing, Jason Rubin on why Oculus hasn't entered the high-density/refresh rate race with VR headsets. I thought it'd be a good contrast to the product, and just add some development on what the other key VR company- Oculus, is doing within the space :)

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image.png.6e8751b63767fb72606ec2b9bb0543a6.png

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~New~  BoomBerryPi project !  ~New~


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Just now, givingtnt said:

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It looks like it's only available to people in the United States at the moment. Off note- but even if you're in the US but using a different currency- you cannot buy it or look at pricing.

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I think this may've been posted already

✨FNIGE✨

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Yep, I realized that soon after posting it. The one before mine is here. Curiously, when searching at whether it'd been posted before or not, I could only find one mention from a month ago through the forums. If a mod is reading this- would it be possible to merge the threads? My post here has a lot more condensed information on specific device features the other does not; and I'd like readers to be informed at the very least on the hardware specific attributes for the headset + controller without having to click into the Steam website and gather this themselves through scrolling across multiple pages.

.

 

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That's great. Let Valve be the technology leaders and push premium VR, they know it will be a niche product. However the experience and image quality will be ahead of the rest. They have put loads of R&D into this.

 

In parallel hopefully Oculus can keep lowering the cost and barriers to entry every year...

 

Quote

-Valve said LCD offers 50% more subpixels than OLED, aiding text legibility and fidelity in scenes with a lot of color. LCD also lends for smaller gaps between individual pixels and a greater fill factor, which means less of that screen door effect. According to Valve, the Index has a 50% fill factor, compared to OLED’s 16%. To fight the nauseating effect of the world looking blurry when you turn your head in VR, the Index uses low-persistence displays.

-Valve said the Index offers a 20-degree greater FOV compared to the “typical” Vive experience, thanks to some neat tricks. Those lamenting the Rift S’ lack of a physical IPD adjustment (for changing the space between the two panels to match the distance between your pupils) will appreciate the IPD sliding knob on the bottom of the Index that prompts an on-screen display of your IPD, showing you the distance in millimeters as you adjust. There’s also a knob on the right side of the headset that you can turn to move the eye tubes closer or farther away from your eyes. Moving it 1 centimeter alters the FOV by 30 degrees. In that way,

Valve claims that every user can experience the Index’s full FOV. When I watched a movie and trailer on YouTube, I felt that my full FOV was filled, from the wide screen filling in my front views and the virtual seats taking care of the peripherals. However, I would appreciate an on-screen display to help with fine-tuning like there is with the IPD.

-Audio is covered by two nearfield off-ear speakers that don’t make contact with your ears, but instead hover above them. The idea is that they put audio into your environment and let your ears react for a more natural sound.

 

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-The speakers definitely surrounded me in noise, to the point where I couldn’t hear the person standing next to me asking questions. In a Boneworks demo, I particularly appreciated the surround-sound like feeling of the audio, which played dramatic music when I was cornered, making things all the more intense and nerve-wracking and ultimately causing my death. I also noticed that I could hear the music from someone playing Beat Saber about 5 feet away.

You can push the speakers forward and backward to align perfectly with your ear or to open your ears to your real environment. In testing, I didn’t feel any ear pain or discomfort. The Index uses antimicrobial fabric, has a back knob for making the headset tighter or looser and comes with an adapter for people with smaller heads.

-the Index HMD has a surprising amount of customization possibilities. The front faceplate is removable and magnetic, so Valve is expecting cool print options from third parties and individual customization.

-When you take off the faceplate, you’ll find what Valve is unfortunately calling the “frunk.” Here, users can access a USB 3.0 port with connectivity back to the host PC. Valve will make the CAD files for the full headset and the expansions ports available so third-parties can use them to make accessories.

-Each controller uses the same antimicrobial fabric as the handset and has 87 sensors, including optical ones for detecting the location, motion sensors for understanding how it’s moving through space, capacitive sensors to read the location of your fingers and thumbs and force sensors for reading pressure. The latter worked well in a demo where a robot asked me to give it a very firm handshake. Real-time finger tracking means you can place your hands in any position, like a peace sign or fist, and it’ll translate in VR simultaneously.

 

-Each controller has a combination trackpad / button with haptic feedback and some sensors of its own. The button placement is intuitive; by the end of the first demo, I felt like I could find each input without removing the headset.

 -The Index HMD and controllers are compatible with the entire Steam library. I tried out several demos that were heavily reliant on hands, including No Man’s Land, Boneworks and Vacation Simulator, and also watched 2D content on the Index. It delivered all content smoothly without any glaring mudra or screen doors. I very rarely noticed any aliasing, and this only occurred in very white or bright scenes or in the periphery.

-The Index supports a 120 Hz refresh rate but is backwards compatible with 90 Hz and can even go up to 144 Hz as an experimental feature. Impressively, some of the demos I saw were run at 144 Hz, yet, with no motion blur I couldn’t independently tell the difference between the 90, 120 and 144 Hz demos. A spokesperson said 144 Hz works with some games with a GeForce GTX 980 graphics card.

-No Man’s Sky showed off the brilliant display capability of the Index’s 4.6 million pixels, with fantastic reds, oranges and yellows filling my FOV. When I jet-speeded through space or leaped around rapidly I was pleased by the Index’s ability to keep up. The controllers were great for shooting at rocks I wanted to mine, while finger tracking was an amazing asset for using my hands to pull levers and push buttons to fly my spaceship.

 

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-Boneworks really showed off the dexterity and control enabled by having full hand and finger control in VR. I was able to grab and throw items; although, it took a few tries for me to be able to do it fluidly. I also appreciated that I never had to worry about making sure I squeezed hard enough to hold a weapon or swing it at an opponent.

-Valve is putting out a premium system, banking on VR gamers wanting more out of their setups.

https://www.tomshardware.com/news/valve-index-vr-headset-controllers-hands-on,39206.html

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Would be good for the market if Oculus and others can keep trying to lower the cost barriers to entry, while Valve can make Premium headsets like this with the best image quality. We need both...

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1 hour ago, Keystone Nyan Cat said:

It looks like it's only available to people in the United States at the moment. Off note- but even if you're in the US but using a different currency- you cannot buy it or look at pricing.

now thats just unfair, a brand new VR headset and the rest of the world has to wait, this isn't the 80's and 90's anymore.

*Insert Witty Signature here*

System Config: https://au.pcpartpicker.com/list/Tncs9N

 

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6 hours ago, Brooksie359 said:

If it costs more than your PC then your pc mostly likely cant power the thing properly. The resolution is higher than normal 1440p and you would want to run it at 120 fps fairly consistently to run this thing properly so not just any PC would cut it for this thing. 

Minimum specs are a dual-core CPU and an RX 480 or GTX 970.

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9 hours ago, Mihle said:

Valve hinted that they had a big VR title in the works, whatever that means.

 

9 hours ago, MageTank said:

They are going to launch the game everyone has been asking for. Half Life 3...d.

 

I would honestly respect this power move.

What they plan for this year is half life VR, not half life 3. It be a prequel to half life 2 set during the 7 hour war. 

 

That's what they are working towards anyway, whether it happens remains to be seen... modern Valve is bad at managing big game projects without letting things fall apart or losing interest at some point. Making big AAA games requires discipline, focus and co-ordination of large teams for years on end where you work towards a goal and are willing to hire the right people etc.

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50 minutes ago, Humbug said:

 

What they plan for this year is half life VR, not half life 3. It be a prequel to half life 2 set during the 7 hour war. 

 

That's what they are working towards anyway, whether it happens remains to be seen... modern Valve is bad at managing big game projects without letting things fall apart or losing interest at some point. Making big AAA games requires discipline, focus and co-ordination of large teams for years on end where you work towards a goal and are willing to hire the right people etc.

That's just a rumor. All Valve has said is they have a flagship VR game coming now. As well as their earlier comments about working on 3 VR games.

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10 minutes ago, Sakkura said:

That's just a rumor. All Valve has said is they have a flagship VR game coming now. As well as their earlier comments about working on 3 VR games.

More than a rumour. It's supported by the references found in the updates to the source 2 engine used in Dota2 and artifact.

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Is it better than the vive pro?

Specs: Motherboard: Asus X470-PLUS TUF gaming (Yes I know it's poor but I wasn't informed) RAM: Corsair VENGEANCE® LPX DDR4 3200Mhz CL16-18-18-36 2x8GB

            CPU: Ryzen 9 5900X          Case: Antec P8     PSU: Corsair RM850x                        Cooler: Antec K240 with two Noctura Industrial PPC 3000 PWM

            Drives: Samsung 970 EVO plus 250GB, Micron 1100 2TB, Seagate ST4000DM000/1F2168 GPU: EVGA RTX 2080 ti Black edition

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2 hours ago, williamcll said:

Is it better than the vive pro?

Seems like it. Apart from the comfort and speakers etc mainly this panel type has lesser screen door effect and 120Hz refresh rate. 

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19 hours ago, Sakkura said:

This is not just better than the Vive, it's also better than the Vive Pro.

 

It looks like a fantastic VR solution... for those who can afford it.

 

This should kind of help explain why the Rift S had various tradeoffs that didn't impress people. Cutting-edge VR is expensive.

 

The refresh rate bump is not that important. The controllers are a much bigger deal.

I used VR before and I find that bit one of the most important features. Getting blurry images when moving too fast, and seeing lag with the head set on, can make you dizzy.

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