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The Index thread (please keep to subject)

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  • RuneSR2RuneSR2 Posts: 4,600 Valuable Player
    edited July 2019
    Racket Fury updated today and whilst I was there I decided to install it for the Rift as well it's cross-buy. Holy S**t! It's a  completely different game on PC compared to the Quest not only visually but this is a great game to showcase 120/144hz play. Very smooth and super-fast ball movement.
    I'll pick that up later, anyone tried Racket: Nx? 

    And how about Wolfie? (we have guests staying over, haven't had time for Index in more the 24 hours and probably won't have any time also today, sigh)

    Intel i7 7700K (4.5 GHz); MSI GeForce GTX 1080 8GB Gaming X (oc 2100 MHz gpu boost, 11 GHz mem speed); 16GB Corsair Vengeance LPX DDR4 3200 MHz; MSI Z270I Gaming Pro Carbon AC (VR-Ready) mainboard; Samsung 960 Evo M.2 SSD + Toshiba P300 HD; Windows 10 OS; Valve Index and Oculus Rift CV1 - the latter nearly always using super sampling 2.0. 

    "Ask not what VR can do for you – ask what you can do for VR"
  • RuneSR2RuneSR2 Posts: 4,600 Valuable Player
    PS. Most don't like Cyberpilot on Steam, but I many don't state what HMD they use. This review was from an Index user:

    This was played on the Valve Index

    Ahhh, some much wanted AAA love for VR.

    Having really enjoyed other Wolf entries, I grabbed this from GMG (still currently on sale - which gets you not just a discount, but some freebie games thrown in, worth checking out) and was excited to play a Wolf game in VR!

    Given the price tag, I was preparing for something small in scale. Even with that in mind, I think it fell below what I had been anticipating :/

    Nothing in the game feels that well utilized. The in-between mission sections in the lab are kinda the run of the mill grab-this-push-that-done. When you are piloting a machine, the levels are fairly small, and gameplay feels limited.

    The AI is horrific!

    The game offers some comfort settings - Vignette and slower speeds. A reasonable amount of graphical settings. 3 difficulty settings - I played it on 'Hard' (middle setting) which wasnt very hard! So I would recommend not bothering with the easiest setting.

    Graphically is where there is good news and bad news. The good news is, the game can look nice with a good amount of detail in the levels. The bad news is, even at Ultra setting the textures are not great, and worse still, you are going to want a serious rig to run it well at that - otherwise the game is going to look blurry for you if you want to keep the frame rate steady.
    Res scale on:
    https://steamcommunity.com/sharedfiles/filedetails/?id=1815369491
    Res scale off:
    https://steamcommunity.com/sharedfiles/filedetails/?id=1815369717
    Even just in the menu you can see the drop in quality is immediate - the blur is real with res scale on!

    I was able to play the game maxed out ([email protected] [email protected]) on the Index well at 90Hz with an SS of 1.5, or 120Hz with an SS of 1.2 (and obviously res scale off). This kept me at the target frame rate 96%+ of the time. At 144Hz, even at SS 1.0, the game spent most of its time at 72fps. The bottom line is, if you are on older hardware (PC or HMD) you are going to be missing out on half of what is on offer here, because the game is shallow and short, so at the very least you want to be able to enjoy the scenery!

    Playtime was around 2hours (I have 2.6hrs logged, which includes testing varies refresh rates and settings, and watching the credits til the end - minor spoiler)

    So I am left with mixed feelings about this one. On the one hand, its nice to see a higher budget title in VR. The controls were great (used the Vive wands, my Index controllers are RMA), you move at a decent speed, you only had to touch the trackpads (not press) to move about, fly up down, or twist the controller to turn. Its like they understood what I think many VR users want out of this experience in the controls department, but then babied you as far of gameplay was concerned.

    Bottom line, price plays a big role in this getting a thumbs up. If they wanted $40 I would be saying wait for a BIG discount, at $60 I would have been livid! So, thanks purely to a $20 starting price and the fact I got it in a deal, means its just about a thumbs up. 
    Intel i7 7700K (4.5 GHz); MSI GeForce GTX 1080 8GB Gaming X (oc 2100 MHz gpu boost, 11 GHz mem speed); 16GB Corsair Vengeance LPX DDR4 3200 MHz; MSI Z270I Gaming Pro Carbon AC (VR-Ready) mainboard; Samsung 960 Evo M.2 SSD + Toshiba P300 HD; Windows 10 OS; Valve Index and Oculus Rift CV1 - the latter nearly always using super sampling 2.0. 

    "Ask not what VR can do for you – ask what you can do for VR"
  • Shadowmask72Shadowmask72 Posts: 4,023 Valuable Player
    Another holy sh** moment. Just played a little Skyrim with 144hz - ticked the custom resolution option which tailors the SS level to the GPU. Due to the age of the game it's quite easy to run this at 144hz with decent SS and by Jove what a difference it makes. I really can't stress this enough and I think this is why most people now prefer the Index or value it worth the high-price entry point even if it boasts similar specs to Vive Pro and Rift S on paper at least. The actual gameplay is where it's leaps ahead of the competition.  The more I play with this high Hz the more I believe it's an important factor to consider over things like increased FOV. I notice quite a bit that the wider FOV is nice in Skyrim VR with the Pimax 8K but that extra screen real estate chugs the performance and even 90hz you will notice dropped frames. More testing required but I love this and I'm really glad I purchased this headset to experience it today not months down the line after dithering. Now if we can get a HP Reverb quality with high Hz then that will be the headset to get although with better GPU it's possible to push the visuals further with high Hz. I don't think the upcoming Pimax 8KX will produce the high Hz and to a degree the high clarity due to the FOV. We shall see though.


    System Specs: RTX 2080 ti , i9 9900K CPU, 16 GB DDR 4 RAM, Win 10 64 Bit OS.
  • RuneSR2RuneSR2 Posts: 4,600 Valuable Player
    edited July 2019
    Another holy sh** moment. Just played a little Skyrim with 144hz - ticked the custom resolution option which tailors the SS level to the GPU. Due to the age of the game it's quite easy to run this at 144hz with decent SS and by Jove what a difference it makes. I really can't stress this enough and I think this is why most people now prefer the Index or value it worth the high-price entry point even if it boasts similar specs to Vive Pro and Rift S on paper at least. The actual gameplay is where it's leaps ahead of the competition.  The more I play with this high Hz the more I believe it's an important factor to consider over things like increased FOV. I notice quite a bit that the wider FOV is nice in Skyrim VR with the Pimax 8K but that extra screen real estate chugs the performance and even 90hz you will notice dropped frames. More testing required but I love this and I'm really glad I purchased this headset to experience it today not months down the line after dithering. Now if we can get a HP Reverb quality with high Hz then that will be the headset to get although with better GPU it's possible to push the visuals further with high Hz. I don't think the upcoming Pimax 8KX will produce the high Hz and to a degree the high clarity due to the FOV. We shall see though.

    I couldn't get Knuckles to work in Skyrim - this is a known issue:

    https://www.reddit.com/r/ValveIndex/comments/by8efe/so_apparently_we_cant_play_skyrim_on_index/

    Did you change the Knuckles mapping or are just using the wands? Or maybe I just got problems because I've been using Touch, maybe I should just reinstall the game... 
    Intel i7 7700K (4.5 GHz); MSI GeForce GTX 1080 8GB Gaming X (oc 2100 MHz gpu boost, 11 GHz mem speed); 16GB Corsair Vengeance LPX DDR4 3200 MHz; MSI Z270I Gaming Pro Carbon AC (VR-Ready) mainboard; Samsung 960 Evo M.2 SSD + Toshiba P300 HD; Windows 10 OS; Valve Index and Oculus Rift CV1 - the latter nearly always using super sampling 2.0. 

    "Ask not what VR can do for you – ask what you can do for VR"
  • Shadowmask72Shadowmask72 Posts: 4,023 Valuable Player
    Nope just resorted back to the Xbox One controller was enough to spot the differences. It's not just your movement it's everything else around you that moves with such grace and fluidity.


    System Specs: RTX 2080 ti , i9 9900K CPU, 16 GB DDR 4 RAM, Win 10 64 Bit OS.
  • EvileyesEvileyes Posts: 351
    Trinity
    edited July 2019
    Another holy sh** moment. Just played a little Skyrim with 144hz - ticked the custom resolution option which tailors the SS level to the GPU. Due to the age of the game it's quite easy to run this at 144hz with decent SS and by Jove what a difference it makes. I really can't stress this enough and I think this is why most people now prefer the Index or value it worth the high-price entry point even if it boasts similar specs to Vive Pro and Rift S on paper at least. The actual gameplay is where it's leaps ahead of the competition.  The more I play with this high Hz the more I believe it's an important factor to consider over things like increased FOV. I notice quite a bit that the wider FOV is nice in Skyrim VR with the Pimax 8K but that extra screen real estate chugs the performance and even 90hz you will notice dropped frames. More testing required but I love this and I'm really glad I purchased this headset to experience it today not months down the line after dithering. Now if we can get a HP Reverb quality with high Hz then that will be the headset to get although with better GPU it's possible to push the visuals further with high Hz. I don't think the upcoming Pimax 8KX will produce the high Hz and to a degree the high clarity due to the FOV. We shall see though.
    Thanks for the tip Shadow! going to be testing that out for sure.. and here is a essential tip for you.

    IMAGINATOR!  This works IN GAME on the fly! so you can actually see the colors etc.. MY Skyrim looks 984593458954395 times better! colors are beautiful!! This imo is essential with a Index, because of how washed out vanilla looks!   Pro Tip: Color Settings will be saved to a Save game.. so you can experiment and bring back the settings you made, just by the save game you pick. It really helps especially when you make a great color customization and want to bring it back.

    It allows you to separately control visual elements like Brightness, Contrast, Saturation, Sky Brightness, Sunlight Output, Bloom and Tint all from within an easy-to-talk-to magic-man-menu. 

    https://www.nexusmods.com/skyrimspecialedition/mods/4577

    Skyrim is looking and playing better and better!

    P.S. I played last night, and im starting to talk to Serana irl, like I need/require to **** her. Its getting out of hand!
    This is how she looks in game.


    i7 X5960 @ 4200Mhz, 16GB ram, EVGA 2080 ti FTW
    Need a Tesla? Here is a free 1000 miles in supercharging!
    https://ts.la/mark56706
  • hoppingbunny123hoppingbunny123 Posts: 723
    Trinity
    well i would like a index but a few issues bug me about it like the knuckles being buggy, the tearing reported, and black color problem. and im waiting for the 5700xt third party card and my 1060 6gb couldnt run the index i think, so im stuck either way, and its still expensive at 1000 us which is god only knows in canadian 1500, 2000?

    i like that ladies review though and it makes me still want a index even with all that said above. i will wait to see the oculus announcement too since they are my favorite vr company and have same prices american and canadian and no shipping or tax.
  • Techy111Techy111 Posts: 6,735 Volunteer Moderator
    Whilst I don't give much thought to the language on the forum @Evileyes can we keep the sexual references a little toned down, we do have some younger viewers on here, don't take offense mate ;)
    A PC with lots of gadgets inside and a thing to see in 3D that you put on your head.

  • EvileyesEvileyes Posts: 351
    Trinity
    Sorry about that Techy, getting overzealous here... I edited my post :)
    i7 X5960 @ 4200Mhz, 16GB ram, EVGA 2080 ti FTW
    Need a Tesla? Here is a free 1000 miles in supercharging!
    https://ts.la/mark56706
  • Techy111Techy111 Posts: 6,735 Volunteer Moderator
    Cheers fella 👍
    A PC with lots of gadgets inside and a thing to see in 3D that you put on your head.

  • MowTinMowTin Posts: 1,859 Valuable Player
    RuneSR2 said:
    Nice video showing Doom VFR gameplay using the Index:

    https://www.reddit.com/r/ValveIndex/comments/cibzsi/did_anyone_try_doom_vfr_on_the_index/

    I have to fix the controls, but it seems it isn't that hard - to me Doom VFR is the best fps in VR, even way better than Arizona Sunshine. With the Index you can really see the monsters, like:

    I got smooth locomotion and smooth turning working with Doom VFR. I posted a video where they explain how to choose custom bindings. 

    Then you open the console by pressing ~ on your keyboard and type
    bind "STEAMVR_PRIMARY_AXIS3" "_lookright"
    bind "STEAMVR_PRIMARY_AXIS2" "_lookleft"

    @120Hz on the Index this game is mindblowing. It's so smooth and crisp looking. 

    YMMV I'm using 2080ti.

    You're right, this is the best FPS in VR by far. I can't convey how awesome this game is on the Index when using full smooth turning. It's so fast and intense and gory. It's FPS Nirvana. I want them to give us more.  


    i7 6700k 2080ti   Rift-S, Index
  • Shadowmask72Shadowmask72 Posts: 4,023 Valuable Player
    So you're not returning the index any time soon then?

     :D 


    System Specs: RTX 2080 ti , i9 9900K CPU, 16 GB DDR 4 RAM, Win 10 64 Bit OS.
  • Shadowmask72Shadowmask72 Posts: 4,023 Valuable Player
    Please post a step by step guide to getting all this locomotion option working.


    System Specs: RTX 2080 ti , i9 9900K CPU, 16 GB DDR 4 RAM, Win 10 64 Bit OS.
  • TragicDelightTragicDelight Posts: 63
    Hiro Protagonist
    maybe at 600.00.....
    but at it's current price point it's a waste.
  • RedRizlaRedRizla Posts: 6,939 Valuable Player
    edited July 2019
    Have any of you with the index noticed if the higher refresh helps with nausea? I still over look this when I'm looking for a headset even though some games at 80Hz or 90 Hz want to make me puke. So does the 120Hz make a difference to feeling like you want to throw up in some games?
  • RuneSR2RuneSR2 Posts: 4,600 Valuable Player
    edited July 2019
    RedRizla said:
    Have any of you with the index noticed if the higher refresh helps with nausea? I still over look this when I'm looking for a headset even though some games at 80Hz or 90 Hz want to make me puke. So does the 120Hz make a difference to feeling like you want to throw up in some games?
    120 fps/hz feel much more real and natural - more calm in a way. I wouldn't be surprised if 120 hz reduce nausea, but I don't get nausea in VR anymore no matter the refresh, so it's hard to give you solid advice. I think the original argument for 90 (95) hz was to reduce nausea by increasing presence.
    Intel i7 7700K (4.5 GHz); MSI GeForce GTX 1080 8GB Gaming X (oc 2100 MHz gpu boost, 11 GHz mem speed); 16GB Corsair Vengeance LPX DDR4 3200 MHz; MSI Z270I Gaming Pro Carbon AC (VR-Ready) mainboard; Samsung 960 Evo M.2 SSD + Toshiba P300 HD; Windows 10 OS; Valve Index and Oculus Rift CV1 - the latter nearly always using super sampling 2.0. 

    "Ask not what VR can do for you – ask what you can do for VR"
  • RedRizlaRedRizla Posts: 6,939 Valuable Player
    edited July 2019
    RuneSR2 said:
    RedRizla said:
    Have any of you with the index noticed if the higher refresh helps with nausea? I still over look this when I'm looking for a headset even though some games at 80Hz or 90 Hz want to make me puke. So does the 120Hz make a difference to feeling like you want to throw up in some games?
    120 fps/hz feel much more real and natural - more calm in a way. I wouldn't be surprised if 120 hz reduce nausea, but I don't get nausea in VR anymore no matter the refresh, so it's hard to give you solid advice. I think the original argument for 90 (95) hz was to reduce nausea by increasing presence.

    @RuneSR2 - This is a bit weird because back in the day Oculus seemed to swear that you needed 90Hz to reduce motion sickness in VR. These day's it doesn't seem to get talked about a lot, but for people still new to VR this is a big thing.

    I still experience this myself and think the only FPS game that has no motion sickness is Onward. I never ever feel sick in that game, so why don't devs just take note of this game and stop giving us the motion sickness? It's like these devs want to do their own thing that create monition sickness in games -duh?
  • RuneSR2RuneSR2 Posts: 4,600 Valuable Player
    edited July 2019
    It's difficult to find solid answers, but this explanation seems to represent my understanding of refresh rates and nausea (VR motion sickness):

    "The physiology behind VR sickness is not currently clearly understood. Fortunately, research has uncovered some clear indications of certain conditions that cause VR sickness. It seems that the images projected from virtual reality have a major impact on sickness. The refresh rate of on-screen images is often not high enough when VR sickness occurs. Because the refresh rate is slower than what the brain processes, it causes a discord between the processing rate and the refresh rate, which causes the user to perceive glitches on the screen. When these two components do not match up, it can cause the user to experience the same feelings as simulator and motion sickness which is mentioned below."
    https://en.wikipedia.org/wiki/Virtual_reality_sickness

    So higher refresh rates should be better than lower refresh rates. VirtualLink in RTX video card also supports 120 Hz (in up to 4K res that is), and while there may be other reasons for Nvidia to support VR in 120 Hz like increased presence, reducing motion sickness could be another. 

    When Quest is performing at 72 Hz and Rift-S  at 80 Hz I don't think that Oculus thinks that refresh rates aren't important, but going for 120 Hz is extremely hardware demanding - you need 50% more frames than 80 Hz! This not only affects you gpu, but also you cpu. I believe it's a hard choice - while 120 Hz may be awesome for nearly everyone, it would increase hardware requirements a lot - or force devs to make more simple and less eye-catching games. Getting 90 fps - or 80 fps - in games like Lone Echo is already a challenge, even using a 2080Ti and CV1 if you max out all video setting (res 2.0, max MSAA). 
    Intel i7 7700K (4.5 GHz); MSI GeForce GTX 1080 8GB Gaming X (oc 2100 MHz gpu boost, 11 GHz mem speed); 16GB Corsair Vengeance LPX DDR4 3200 MHz; MSI Z270I Gaming Pro Carbon AC (VR-Ready) mainboard; Samsung 960 Evo M.2 SSD + Toshiba P300 HD; Windows 10 OS; Valve Index and Oculus Rift CV1 - the latter nearly always using super sampling 2.0. 

    "Ask not what VR can do for you – ask what you can do for VR"
  • RuneSR2RuneSR2 Posts: 4,600 Valuable Player
    BTW, I've not given up on the CV1 at all - I still want to be able to use it. I just ordered a converter to be able to connect CV1 to my USB 3.1 Type C port, which according to MSI is "VR -Ready". Interesting how that'll work out... 
    While the sound is nice using the Index, I do miss the deep bass in the CV1, and Dash does make it much easier to interact with the desktop apps. SteamVR has many more advanced options and settings, which may be awesome for enthusiasts, but which also may make everything more cumbersome to use (like changing button mappings for Knuckles in specific games - hopefully devs will fix this for many games in the coming months).

    BTW, what I loved about the CV1 was simply to turn on the rig and put on the HMD - without turning on the monitor. Then Oculus Home would start automatically. Index doesn't do that - but in case some have overlooked the small button on the bottom of the Index, then pressing that button will automatically start SteamVR - it's the button in the red circle:

    Intel i7 7700K (4.5 GHz); MSI GeForce GTX 1080 8GB Gaming X (oc 2100 MHz gpu boost, 11 GHz mem speed); 16GB Corsair Vengeance LPX DDR4 3200 MHz; MSI Z270I Gaming Pro Carbon AC (VR-Ready) mainboard; Samsung 960 Evo M.2 SSD + Toshiba P300 HD; Windows 10 OS; Valve Index and Oculus Rift CV1 - the latter nearly always using super sampling 2.0. 

    "Ask not what VR can do for you – ask what you can do for VR"
  • kojackkojack Posts: 6,004 Volunteer Moderator
    RedRizla said:
    RuneSR2 said:
    RedRizla said:
    Have any of you with the index noticed if the higher refresh helps with nausea? I still over look this when I'm looking for a headset even though some games at 80Hz or 90 Hz want to make me puke. So does the 120Hz make a difference to feeling like you want to throw up in some games?
    120 fps/hz feel much more real and natural - more calm in a way. I wouldn't be surprised if 120 hz reduce nausea, but I don't get nausea in VR anymore no matter the refresh, so it's hard to give you solid advice. I think the original argument for 90 (95) hz was to reduce nausea by increasing presence.

    @RuneSR2 - This is a bit weird because back in the day Oculus seemed to swear that you needed 90Hz to reduce motion sickness in VR. These day's it doesn't seem to get talked about a lot, but for people still new to VR this is a big thing.
    I believe part of the problem was that at lower refresh rates the view from the headset is lagging further behind your actual head movements.
    But then they brought in the advances in Time Warp and Positional Time Warp, which reduces the visual lag by doing post render distortion using extremely up to date tracking and prediction. So the old advice of 90Hz is no longer as critical for that aspect of motion sickness.
  • RuneSR2RuneSR2 Posts: 4,600 Valuable Player
    edited July 2019
    MowTin said:
    RuneSR2 said:
    Nice video showing Doom VFR gameplay using the Index:

    https://www.reddit.com/r/ValveIndex/comments/cibzsi/did_anyone_try_doom_vfr_on_the_index/

    I have to fix the controls, but it seems it isn't that hard - to me Doom VFR is the best fps in VR, even way better than Arizona Sunshine. With the Index you can really see the monsters, like:

    I got smooth locomotion and smooth turning working with Doom VFR. I posted a video where they explain how to choose custom bindings. 

    Then you open the console by pressing ~ on your keyboard and type
    bind "STEAMVR_PRIMARY_AXIS3" "_lookright"
    bind "STEAMVR_PRIMARY_AXIS2" "_lookleft"

    @120Hz on the Index this game is mindblowing. It's so smooth and crisp looking. 

    YMMV I'm using 2080ti.

    You're right, this is the best FPS in VR by far. I can't convey how awesome this game is on the Index when using full smooth turning. It's so fast and intense and gory. It's FPS Nirvana. I want them to give us more.  


    Awesome - I think I got it working now - full locomotion on left thumbstick, smooth turning on right thumbstick. I just chose the community setup made available July 18 - then loaded a saved game, pressed "~" (="shift + ½" on my Danish keyboard) to gain access to the console and pasted the following:

    bind STEAMVR_PRIMARY_AXIS2 _lookLeft; bind STEAMVR_PRIMARY_AXIS3 _lookRight; bind STEAMVR_PRIMARY_AXIS4 _jump; bind STEAMVR_PRIMARY_A _weapnext; bind STEAMVR_SECONDARY_A _weapprev

    A bit cumbersome, but seems to work perfectly - next up Skyrim VR and Fallout 4 VR, but there're already many Knuckles community setups to choose from. If a young Dutch girl can do it, I thought I'd have a chance getting it right too, lol. 
    Intel i7 7700K (4.5 GHz); MSI GeForce GTX 1080 8GB Gaming X (oc 2100 MHz gpu boost, 11 GHz mem speed); 16GB Corsair Vengeance LPX DDR4 3200 MHz; MSI Z270I Gaming Pro Carbon AC (VR-Ready) mainboard; Samsung 960 Evo M.2 SSD + Toshiba P300 HD; Windows 10 OS; Valve Index and Oculus Rift CV1 - the latter nearly always using super sampling 2.0. 

    "Ask not what VR can do for you – ask what you can do for VR"
  • jabjab Posts: 214
    Nexus 6
    RuneSR2 said:
    MowTin said:
    Why does the index HMD need a separate power adapter? The index has 3 cables, a DisplayPort, a USB, and a power cord. Why is that? 
    I think Index needs more power than a normal USB 3.0 port can provide. If you connect the Index to a 3.1 type-c, then I think you won't need additional power - but I've yet to test that. 
    If the connection hub is the same as with Vive, it has a built in active repeater to ensure that the headset receives a strong signal.
  • pyroth309pyroth309 Posts: 1,576 Valuable Player
    edited July 2019
    RuneSR2 said:
    BTW, I've not given up on the CV1 at all - I still want to be able to use it. I just ordered a converter to be able to connect CV1 to my USB 3.1 Type C port, which according to MSI is "VR -Ready". Interesting how that'll work out... 
    While the sound is nice using the Index, I do miss the deep bass in the CV1, and Dash does make it much easier to interact with the desktop apps. SteamVR has many more advanced options and settings, which may be awesome for enthusiasts, but which also may make everything more cumbersome to use (like changing button mappings for Knuckles in specific games - hopefully devs will fix this for many games in the coming months).


    Yea pretty much. Home is a more polished experience while SteamVR has a lot of nice features that are harder to use. The desktop functionality in SteamVR is a joke and I've never had any luck using it, even with the Valve Index but I think it's because I run a multimonitor setup on my VR rig. I just use Virtual Desktop. Also Dash has the ability to float windows in VR natively and you gotta buy software to do it in steamVR. IE DailyVR. I've gotten used to SteamVR and don't mind it but I do wish they would revamp it and update it to be more user friendly. 

    Also for people who are having problems getting the Index sighted in, make sure you know your actual IPD. This page is helpful. 

    https://www.targetoptical.com/wcsstore/TargetOpticalStorefrontAssetStore/Attachment/TO-PD%20Ruler-FINAL-062113.pdf
  • Shadowmask72Shadowmask72 Posts: 4,023 Valuable Player
    Regarding Doom VFR whilst it runs very smoothly at 144hz my monitoring displays around 80fps and about 60% GPU usage. I believe something isn't right with this application. No real differences either if I raise or lower any graphics settings. Any ideas?


    System Specs: RTX 2080 ti , i9 9900K CPU, 16 GB DDR 4 RAM, Win 10 64 Bit OS.
  • RuneSR2RuneSR2 Posts: 4,600 Valuable Player
    edited July 2019
    BTW, I just compared Index speakers to some other open headphones, or speakers if you will, which also are made to provide 3D sound. I have two sets of open headphones - the first one is the this one with 40mm driver units:


    Just comparing normal stereo output these open headphones are quite a lot better than the Index speakers - actually these headphones have even better bass than the CV1 and even more fidelity than the Index, but Index is not bad when not comparing the bass. (I use the above wireless headphones for normal pancake gaming, so I'm quite familiar with the sound quality also in games.) 

    I used this simple song for testing, if played right you should be able to nearly feel the bass in your stomach even if you're only using headphones ;-) - but I'm using the cd version of the song, this YouTube version doesn't get the bass completely right, probably due to sound compression:


    I also compared using a set with 50mm driver units, and these headphones have truly awesome bass - but back then I paid the same for that set as the Index kit, so it's an unfair comparison. Maybe needless to say the Index is not even close to achieving comparable sound regarding all of the sound spectrum:


    According to Valve the Index speakers have 40Hz - 24KHz frequency response, but 40 Hz isn't really good (but probably extremely much better than Rift-S ;-) The wireless Sony headphones shown above both have frequency responses of 12Hz - 24Khz, and then there's the question of membrane quality (magnet material) and size of the driver units. Needless to say there're world of sound difference between 12 and 40 Hz. To my knowledge Oculus never revealed the frequency response of CV1. 

    In short, Index has nice speakers, and they do work great in games (especially when people are talking), but they don't cover the same sound spectrum as normal medium to high-end headphones, especially when it comes to the bass. 
    Intel i7 7700K (4.5 GHz); MSI GeForce GTX 1080 8GB Gaming X (oc 2100 MHz gpu boost, 11 GHz mem speed); 16GB Corsair Vengeance LPX DDR4 3200 MHz; MSI Z270I Gaming Pro Carbon AC (VR-Ready) mainboard; Samsung 960 Evo M.2 SSD + Toshiba P300 HD; Windows 10 OS; Valve Index and Oculus Rift CV1 - the latter nearly always using super sampling 2.0. 

    "Ask not what VR can do for you – ask what you can do for VR"
  • MowTinMowTin Posts: 1,859 Valuable Player
    edited July 2019
    So you're not returning the index any time soon then?

     :D 

    No, but I may have to RMA. The SDE problem in one eye when moving is back. I think a high percentage of these panels are defective and there's a good chance my replacement HMD will have the same or worse. 

    Other than terrible QC on these panels and the thumsticks it's an amazing headset. The FOV + variable refresh rates make it a premium experience compared to the Rift-S. 
    i7 6700k 2080ti   Rift-S, Index
  • MowTinMowTin Posts: 1,859 Valuable Player
    edited July 2019
    RuneSR2 said:
    A bit cumbersome, but seems to work perfectly - next up Skyrim VR and Fallout 4 VR, but there're already many Knuckles community setups to choose from. If a young Dutch girl can do it, I thought I'd have a chance getting it right too, lol. 


     None of the Fallout 4 VR profiles work well. I think I'll have to make my own that mirrors what worked on the Rift. 

    To be honest, I prefer the Rift/Rift-S controllers. The Index controllers have two design problems.

    1. The Trackpad/Dpad thing is too and inaccurate to be useful. 

    2. The grab is not a button. It's easy to accidentally activate it by squeezing too hard. 

    Finally, why do you really need to track your pinky and that other useless finger? It adds nothing. 

    Anyway, the main reason mapping for Fallout 4VR is proven difficult is because of #1. 
    i7 6700k 2080ti   Rift-S, Index
  • RuneSR2RuneSR2 Posts: 4,600 Valuable Player
    MowTin said:
    RuneSR2 said:
    A bit cumbersome, but seems to work perfectly - next up Skyrim VR and Fallout 4 VR, but there're already many Knuckles community setups to choose from. If a young Dutch girl can do it, I thought I'd have a chance getting it right too, lol. 


     None of the Fallout 4 VR profiles work well. I think I'll have to make my own that mirrors what worked on the Rift. 

    To be honest, I prefer the Rift/Rift-S controllers. The Index controllers have two design problems.

    1. The Trackpad/Dpad thing is too and inaccurate to be useful. 

    2. The grab is not a button. It's easy to accidentally activate it by squeezing too hard. 

    Finally, why do you really need to track your pinky and that other useless finger? It adds nothing. 

    Anyway, the main reason mapping for Fallout 4VR is proven difficult is because of #1. 
    But you could just deactivate #1? It should be possible to map Touch to Knuckles nearly 1:1, both have 2 thumbsticks and 4 buttons... But I haven't really tried making it work yet.  
    Intel i7 7700K (4.5 GHz); MSI GeForce GTX 1080 8GB Gaming X (oc 2100 MHz gpu boost, 11 GHz mem speed); 16GB Corsair Vengeance LPX DDR4 3200 MHz; MSI Z270I Gaming Pro Carbon AC (VR-Ready) mainboard; Samsung 960 Evo M.2 SSD + Toshiba P300 HD; Windows 10 OS; Valve Index and Oculus Rift CV1 - the latter nearly always using super sampling 2.0. 

    "Ask not what VR can do for you – ask what you can do for VR"
  • SpuzzumSpuzzum Posts: 843
    3Jane
    RuneSR2 said:
    BTW, I just compared Index speakers to some other open headphones, or speakers if you will, which also are made to provide 3D sound. I have two sets of open headphones - the first one is the this one with 40mm driver units:


    Just comparing normal stereo output these open headphones are quite a lot better than the Index speakers - actually these headphones have even better bass than the CV1 and even more fidelity than the Index, but Index is not bad when not comparing the bass. (I use the above wireless headphones for normal pancake gaming, so I'm quite familiar with the sound quality also in games.) 

    I used this simple song for testing, if played right you should be able to nearly feel the bass in your stomach even if you're only using headphones ;-) - but I'm using the cd version of the song, this YouTube version doesn't get the bass completely right, probably due to sound compression:


    I also compared using a set with 50mm driver units, and these headphones have truly awesome bass - but back then I paid the same for that set as the Index kit, so it's an unfair comparison. Maybe needless to say the Index is not even close to achieving comparable sound regarding all of the sound spectrum:


    In short, Index has nice speakers, and they do work great in games, but they don't cover the same sound spectrum as normal medium to high-end headphones. 

    I never thought of it being 3D, but open backed headphones do give a wider soundstage.
  • hoppingbunny123hoppingbunny123 Posts: 723
    Trinity
    nausea comes from microstutter;

    https://forums.oculusvr.com/community/discussion/79082/how-to-watch-mp4-video-in-virtual-desktop-with-no-stutter-looks-pretty

    if your vr game can use rivatuner, just click the add button, add the vr game, and test in the game in vr if you see riva tuner, then you can stop the microstutter and control nausea. 

    these guys saying they get no nausea also have monster large - horse sized - pc power - that churns out fps like a helicopter blade turning! that affects the perceived microstutter. the monitor and fps aren't in sync, but the fps is so fast its unperceivable.

    whereas if your pc is smaller, not horse sized or elephant sized, and churns out fps like a snail, then you will see the microstutter more easily.

    hence the monitor in the vr being fast, the videocard being fast, even with microstutter seems smooth, but there is still microstutter than rivatuner can fix and bring the smooth experience to the next level.

    here is how;

    https://forums.oculusvr.com/community/discussion/79082/how-to-watch-mp4-video-in-virtual-desktop-with-no-stutter-looks-pretty
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