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The Index thread (please keep to subject)

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  • pyroth309pyroth309 Posts: 2,192 Valuable Player
    RuneSR2 said:
    Mradr said:
    Too bad VR isnt big enough to support two different products - one with OLED and one with LCD for different price points xD

    That's why I'm thinking that Vive Pro with Knuckles may be close to an optimal solution for now - but then again you'll lack asw 2.0 and have reduced fov... 

    I've said it before - we need Index with Quest (or Vive Pro) displays and fully supported by Oculus software, how hard can that be? :D And again for some games the high res would still be a problem at least until we get the 3080 Ti...

    I'm sure Valve is aware of such performance problems and that's why I like seeing GTX 1060 6GB as the recommended card for Alyx - but Valve may be able to create performance like only previously seen in Lone Echo and maybe Stormland...  
    I've said this before, but when I had an Index, the LCD screen didn't immerse me as much as my old CV1 did in some games. The Index showed much more detail and revaled a lot more flaws that kept telling my brain that this is a game and not real. Obviously this will be different for different people but that was my experience with it and I also wished it had more of a color pop but I found the colors good.

    I also agree that we don't have the one headset to rule them all yet. Index was quite disappointing to me personally in several areas but I still felt like it's the best overall package if you take cost out of it. (excluding pimax 8kx or more expensive headsets) At the 1k price tag it's a hard justification to make. It's absurd that the controllers cost what they do and have so many problems. I'm leaning to rebuying one but a part of me wants to just wait and see what's coming since my playtime is so low right now anyway. I have money set aside for a 3080Ti build (if it's a better jump than the 2080Ti). I may just wait until I get that and see where we are.

    Just to spark another thing (this is to spark conversation - I know these games are good products) - you know the games coming out for Index like Boneworks and HFA are not that important. Really, its the idea of the fact games CAN be made with VR in mind and the modding of HFA that will keep drawing in VR users instead. The tools to make good VR will now be in the hands of others as well exploring different use cases we can use VR and what can make a good game out of them. The main problem with VR in general from a dev stand point is just that it takes a long time to really throw a good VR games together and play well with what we have now and not just a modded VR addon. HFA is a door open for everyone to really start playing with VR and expanding on the power of others and improving on what we can have later. Wouldn't think moving a card board box would mean much until you do it in VR - and as a dev - who really has the time to program all the small details + still make and fill out the story.

    Yea, hopefully games like HFA can open the eyes of consumers and more people try VR. I'm not optimistic that we'll be leaving niche category anytime soon though. Hopefully Sony still follows through on a PSVR 2 to spark some more interest from the console side. Quest adding the ability to play from PC is also a great thing.

  • RuneSR2RuneSR2 Posts: 6,810 Valuable Player
    edited December 2019
    My Index Overload Management Gear™ just arrived!  B)










    Yup - the thumbstick clicks in all directions:D

    Hmmm, so now it's over using dirty non-Valve controllers with the Index!  o:)

    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"
  • MaxxgoldMaxxgold Posts: 520
    Neo
    Spuzzum said:
    I'm in Van myself...Strathcona. Thanks for the review. I was considering it for the 120Hz, and originally the off-the-ear headphones sounded cool, but then I got to thinking that I'd just hear my fridge hum, and my neighbours' noise, taking me out of that immersion. I'm in a bachelor suite, with thin walls. I usually keep a spot fan running just for white noise to drown it out. And as cool as the Knuckles are, how much does it really add to the game to be able to use each finger individually? Except for hand gestures, not much. I'll pass.
    The totality of all the features of the Index are overwhelming. If you just look at the resolution alone, maybe it is not worth it, or, if you just look at the increased field of view alone, it might not be worth it, or, if you hear how amazing the sound alone is, it might not be worth it, or, if you only look at the increased frame rate of 120hz alone, it might not be worth it, or finally, if you were just getting the new controllers alone, it might not be worth it.

    But, all of that together is well worth it. I have mine running on a 2080ti and it runs 120hz, and that alone is game changing enough for me to justify the upgrade. My CV1 in comparison is a nausea, vomit inducing experience compared to the 120hz delivered by the Index. Combined with all the above enhancements, the Valve Index is worth every penny. The guy above seems to be factoring in the financial aspect of the value compared to the experience, and if you do that, then you really shouldn’t purchase the Valve Index. 

    Also, the sound is truly amazing, there isn’t a headset with more immersive sound that I have tried yet. 
  • RuneSR2RuneSR2 Posts: 6,810 Valuable Player
    edited December 2019
    Firewatch is one of my favorite games - still sad to have finished it:


    Firewatch was made by Campo Santo Productions, which was later bought by ... Valve! Now it turns out that Campo Santo devs have helped making Alyx - and therefore had to put their other game In the Valley of the Gods on hold:
    "To fans looking forward to In the Valley of Gods, it’s probably clear that the optimistic “2019” at the end of the announcement trailer isn’t going to be accurate. In the end, Valve Time makes fools of us all. But yes, developers from the former Campo Santo team have joined other projects at Valve, including Half-Life: Alyx. As you can imagine, our experience in the first-person adventure genre is pretty relevant. You hear a lot about how at Valve you can work on what you want. It turns out that’s true, and there’s a lot of work available. As we integrated ourselves into Valve it became clear there was a lot of valuable work to be done on Half-Life: Alyx. Some of us starting lending a hand, and have since become full-time on the project as it approaches launch. Similarly, some ex-Campos are working on Dota Underlords, some are on Steam, and so on. So to answer your question as of today, In the Valley of Gods development is on hold—but it certainly feels like a project people can and may return to. And when that happens, we’ll find an exciting way to let fans know."
    https://www.rockpapershotgun.com/2019/12/04/firewatch-devs-put-in-the-valley-of-gods-on-hold/#more-764541
    I'm still thinking that one flagship may a be new game not associated to existing franchises, but although In the Valley of the Gods does look great and could work well in VR, I doubt it'll be one of the flagships...


    Reading that Campo Santo devs are working on Alyx did make Alyx sound even more interesting to me - I'd love a great story beyond shooting stuff ;)

    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: 6,810 Valuable Player
    Maxxgold said:
    Spuzzum said:
    I'm in Van myself...Strathcona. Thanks for the review. I was considering it for the 120Hz, and originally the off-the-ear headphones sounded cool, but then I got to thinking that I'd just hear my fridge hum, and my neighbours' noise, taking me out of that immersion. I'm in a bachelor suite, with thin walls. I usually keep a spot fan running just for white noise to drown it out. And as cool as the Knuckles are, how much does it really add to the game to be able to use each finger individually? Except for hand gestures, not much. I'll pass.
    The totality of all the features of the Index are overwhelming. If you just look at the resolution alone, maybe it is not worth it, or, if you just look at the increased field of view alone, it might not be worth it, or, if you hear how amazing the sound alone is, it might not be worth it, or, if you only look at the increased frame rate of 120hz alone, it might not be worth it, or finally, if you were just getting the new controllers alone, it might not be worth it.

    But, all of that together is well worth it. I have mine running on a 2080ti and it runs 120hz, and that alone is game changing enough for me to justify the upgrade. My CV1 in comparison is a nausea, vomit inducing experience compared to the 120hz delivered by the Index. Combined with all the above enhancements, the Valve Index is worth every penny. The guy above seems to be factoring in the financial aspect of the value compared to the experience, and if you do that, then you really shouldn’t purchase the Valve Index. 

    Also, the sound is truly amazing, there isn’t a headset with more immersive sound that I have tried yet. 

    Fully agree that the sum of its parts makes Index a true gen 2 compared to CV1, although I still find CV1 of great use in many games. 
    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"
  • parsecnparsecn Posts: 135
    Art3mis
    I must say, I'm 3 hours in and a little miffed with the Index experience so far. So far I owned Gear VR, Google Daydream, Rift, Rift S, a Quest, and now an Index, and I was expecting more. 

    I can appreciate that you're well versed in VR demonstrated in ownership of multiple headsets eg you know what you're doing, but I so often see these 2 or 3 hour-in knee-jerk Index reviews where the user hasn't fully dialed-in display or really grabbed the sweet spot, SS, etc. 

    They'll often come back and edit the post to say that the thing is amazing and that it took time to settle in. I hope this is the case with your purchase.  
    Maxxgold said:
    The totality of all the features of the Index are overwhelming.

    Combined with all the above enhancements, the Valve Index is worth every penny. The guy above seems to be factoring in the financial aspect of the value compared to the experience, and if you do that, then you really shouldn’t purchase the Valve Index. 

    The totality comment is spot on. It's a sharp perspective and sums the device well.

    I also appreciate the comment of financial aspect vs value compared to experience. I haven't sort of figured out how to word that concept well and respectfully, and I do think it's an important one that you've also summed well. To my mind, $1000 dollars is not some Herculean investment in VR, even if you've heavily invested in something like CV1 with 4 sensors and multiple games, etc. 

  • Comrade_IvanComrade_Ivan Posts: 132
    Art3mis
    RuneSR2 said:
    You can check in SteamVR that all button presses register. According to Valve, thumbstick pressed down may not click, but it must register. 
    It does register. But there's a definitive asymmetry in the behavior of the left controller when compared to the right one. My right controller clicks in every position. My left one clicks in all positions except left.

    Valve's claim that tactile click absence is an expected behavior was a BS excuse on the Index launch - an "oh crap, what do we tell everyone" reaction to realization they may be facing a massive recall. This was demonstrated by the fact that some people had working controllers, while others had either symmetric or asymmetric click responses.

    If it is indeed intended, they did a poor job of making good on their intent, cause the click feature somehow did make it on my right controller just fine.

    What's the cost of the pair of knuckles in the USA? Where I am they sell for mere 360 Canadian pesos. So yeah; Valve needs to fix this.

    Heck, if I bought a car, and my turn signal didn't click, no amount of convincing that it's a designed feature would fly. Clicking of the turn signal is a standard feature, in spite of the fact that relays are extinct these days (that is what did the clicking in the decades before digital tech made it into our dashboards). Some car manufacturers even give users an option to have the sound turned off, but the click is still a standard feature that's on by default. Much like clicking on even the cheapest of the no-name gaming controllers.

    Few months ago, my second Quest arrived with a dead green subpixel in my right eye (actually a "live" one cause it was always on). It wasn't a big deal cause I'd only see it when a scene went completely black, and even then barely so - a subpixel is a tiny fraction of a pixel, and is super hard to notice on its own. But Oculus replaced my headset, no questions asked. And this is for a VR kit that's a fraction of a price of the Index.
  • Comrade_IvanComrade_Ivan Posts: 132
    Art3mis
    Sorry for ranting, Rune. It's not your fault, and totally not aimed at you. I got irked when Valve first tried to spin the clickgate, but I had no skin in the game back then so I stayed on the sidelines and watched.

    But now I do (have skin in the game). Fifteen hundred bucks and a faulty controller later, I got triggered when the memory of their shitty PR got jogged.
  • Comrade_IvanComrade_Ivan Posts: 132
    Art3mis
    Does anyone know if there are any plans for the development of ASW-like tech for Index? 

    I'm aware that ASW is Oculus' baby and as such, FB has the tech patented. But surely Valve could take the idea and create their own solution
  • parsecnparsecn Posts: 135
    Art3mis
    Sorry for ranting, Rune. It's not your fault, and totally not aimed at you. I got irked when Valve first tried to spin the clickgate, but I had no skin in the game back then so I stayed on the sidelines and watched.

    But now I do (have skin in the game). Fifteen hundred bucks and a faulty controller later, I got triggered when the memory of their shitty PR got jogged.

    No, you're not ranting. Let me try. :)

    It's fine and, while I'm not Rune,  I am completely understanding and empathetic to the bum feeling of spending money (any money) for something that is effectively broken or lame OOTB. The corporate spin is additional salt in the wound and anyone with half a brain sees right through it. It's corporate mitigation. It's poor PR, as you say.

    Index is a very cool step-forward, but not a unit without shortcomings. 

    Hell, I live in Australia where they are yet to even sell the Index and am completely versed in click-gate, drift-gate, the occasional lighthouse noise fault, etc. and even-so I'm completely prepared to order and self-repair and not even bother to RMA due to turn-around time and general PITA.

    I get it. You shouldn't have to self-repair or RMA, especially at what many consider a premium price point. And yes, by principle, you should RMA even if it takes three or four attempts, like (arguable) YT infulencers.

    It's so boring. Just self-fix the shi* and move on. 

    The thing is, You're not self-repairing or modifying a Takata airbag. You're adding a 1mm bearing to fudge the thumbstick height so that it has click purchase. Or, you're tweaking that height to relieve pressure from the upper cup assembly which is catching and causing drift (or you're simply dry lubricating it). There are tutorials on YT with persons properly fixing these controllers in a matter of 15 minutes. A bearing from the front of a Bic ball point pen, down the thumbstick shaft is the preferred riser as can be readily removed and is exacting in height (to resolve lack of click in any direction). 
  • RuneSR2RuneSR2 Posts: 6,810 Valuable Player
    edited December 2019
    Valve just made it possible (SteamVR Beta 1.9.7) to change refresh rates on the fly - that is without having to restart SteamVR. This is a rather huge improvement, but it'll require Forceware 441+ and me to leave my trusty 417 driver, which right now works perfectly in all my games and earlier was recommended by Valve as the most stable driver for the Index (but that was some months ago):



    https://steamcommunity.com/games/250820/announcements/detail/1714113379461314416

    Regarding the non-clicking thumbsticks I'm thinking it may be a lack of QC at the factory in China. Indices are made in China and shipped out, and I don't think Valve can inspect received packages without ruining the packaging - but that's just a theory. It's hard to tell if the issue has been fixed, because when ordering it's impossible to tell exactly which warehouse you got the kit from and if you got a kit from old or new stock - at least I've seen no convincing reports on how to tell new stock from old stock. Again the new controller I got through RMA works perfectly - for now. I'd probably be careful trying to fix an Index controller myself - unless you don't care about the warranty and accept the risk of having to spend $300 for new ones. 
    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: 6,810 Valuable Player
    Does anyone know if there are any plans for the development of ASW-like tech for Index? 

    I'm aware that ASW is Oculus' baby and as such, FB has the tech patented. But surely Valve could take the idea and create their own solution

    Index has Motion Smoothing which (unless they just fixed that) requires Forceware. I've tried it, but it's nowhere near as good as ASW2.0. Using ASW2.0 many movements feel like solid 90 fps - to a degree where I can't tell the difference at all (like strafing next to a wall, fast hand movements still easily show if ASW is on or not, but the latter is no big deal to me, at least not in Lone Echo or Stormland). 
    The lack of ASW2.0 does mean that in order to drive to Index, compared to CV1, you need sufficient gpu power for the 80% higher res and you need the gpu power to secure at least 90 fps. Using CV1 in the more demanding games 45 fps and asw work well, but several very demanding games like Obduction simply don't work well using the Index, at least not using the graphics settings I'd like to use.
    That said most of my Index games work great using my oc'ed GTX 1080 - and in several more simple games I can even get solid 90 fps using Index res 200%. Demanding games like Asgard's Wrath, Lone Echo and Seeking Dawn are - using my current rig - best played using CV1 where 45 fps really isn't a problem. 

    BTW, I've been forcing ss 2.0 with CV1 for years - that means it's probably much easier for me to use the Index, because Index res 100% requires less gpu power than CV1 ss 2.0. This mean that in games where I can't increase Index res (UE4 games like Hellsplit and Adr1ft) I'm getting much better performance with Index res 100% than CV1 ss 2.0. And Index res 100% looks better than CV1 ss 2.0. So the change to Index wasn't that hard for me ;)
    For users of GTX 1080 Index works great in 90 fps - but problems may arise if you want 120+ Hz or super sampling above res 100%, because lack of asw introduces severe ghosting or stuttering if the Index doesn't get 1:1 Hz:fps-ratio)
    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"
  • Comrade_IvanComrade_Ivan Posts: 132
    Art3mis
    edited December 2019
    K, here I thought I knew what I was talking about... until I read the word  forceware, that is.
    Need 'splaining pls
  • RuneSR2RuneSR2 Posts: 6,810 Valuable Player
    edited December 2019
    RuneSR2 said:
    My Index Overload Management Gear™ just arrived!  B)










    Yup - the thumbstick clicks in all directions:D

    Hmmm, so now it's over using dirty non-Valve controllers with the Index!  o:)


    Lol - Tyriel got one too - some of us may spend way too much time checking posts on Index Reddit - but those who don't may not be fast enough to get the cheap stuff :blush: 



    My second one has also arrived! 
    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: 6,810 Valuable Player
    edited December 2019
    RuneSR2 said:
    On Oculus subReddit some dude asked using a strawpoll "on which headset will you play half life Alyx"? The results are quite strange - note this is from the main Oculus subReddit forum:


    https://www.reddit.com/r/oculus/comments/e1cnff/strawpoll_on_which_headset_will_you_play_half/

    The top three hmds are all non-Oculus hmds. In fact more than 75 % is made up of Index + Vive + WMR + Pimax! 

    Kinda makes you wonder how many users who don't own an Oculus hmd are active in the Oculus subReddit... Hmmmm, btw, for long I've also been thinking that there's something strange and peculiar about the men in this video... ;)


    Now more than 5,000 votes:


    Seems to be (close to) the final results - remember these results are from the Oculus subReddit. Rift-S has fewer votes than the old HTC Vive - quite strange. Only 1 out of 3 seems to be using an Oculus hmd - which is close to the number of users who'll use the Index (=30%). Surprisingly WMR users even are more numerous than Rift-S users, who'd have thought that was possible? Reverb domination? 
    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: 6,932 Volunteer Moderator
    edited December 2019

    K, here I thought I knew what I was talking about... until I read the word  forceware, that is.
    Need 'splaining pls
    Forceware was the old name used for Nvidia drivers.
    So I'm guessing the features mentioned above in relation to Forceware don't work on AMD GPUs.

    Author: Oculus Monitor,  Auto Oculus Touch,  Oculus Forum Tool,  Phantom Touch Remover,  Forum Dark Mode,  X-Plane Fixer
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  • RuneSR2RuneSR2 Posts: 6,810 Valuable Player
    kojack said:

    K, here I thought I knew what I was talking about... until I read the word  forceware, that is.
    Need 'splaining pls
    Forceware was the old name used for Nvidia drivers.
    So I'm guessing the features mentioned above in relation to Forceware don't work on AMD GPUs.

    My mistake - I keep referring to Nvidia driver as Forceware, which of course was associated to GeForce - but love that name, kinda reminds me of the force in Star Wars, lol

    Image result for forceware nvidia
    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: 6,810 Valuable Player
    Welcome to Japan!  B)


    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: 6,810 Valuable Player

    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: 6,810 Valuable Player
    edited December 2019
    Kinda the perfect Saturday. Went to a nice restaurant with the family, then we saw the 4K cartoon version of Dr. Seuss' the Grinch and it was an absolutely awesome Christmas movie. Then 37 min ago I was informed our lastest study has been accepted for publication - not a big study, but still great news, and a great surprise on a Saturday evening:

    Dear Dr. Rasmussen

    I am pleased to inform you that the reviews of your submitted article have been very positive and they recommend accepting the manuscript without change. I am delighted to accept it for publication in Topics in Stroke Rehabilitation. It was accepted on 07 Dec 2019.

    Thank you for submitting your work to Topics in Stroke Rehabilitation.

    With best wishes,

    Elliot J. Roth, MD
    Editor-In-Chief

    - then just I saw several great reviews for Boiling Steel - it does look great (and potentially awesome), I'm downloading now for the Index  o:)


    Get it here:

    https://store.steampowered.com/app/1016860/Boiling_Steel/
    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: 4,314 Valuable Player
    edited December 2019
    I'd say the WMR presence in the survey is most likely because you can actually pick up these headsets quite cheaply as well as having the Reverb. It encompasses far more variety of headsets compared to the other groups which make sense then why it's in 2nd place. Congrats Rune. We just went to see Jumanji 2 which is quite nice family entertainment.


    System Specs: ASUS NVIDIA RTX 3090 TUF GAMING OC 24GB , i9 9900K CPU, 16 GB DDR 4 RAM, Win 10 64 Bit OS.
  • TomCgcmfcTomCgcmfc Posts: 2,819 Valuable Player
    RuneSR2 said:
    Kinda the perfect Saturday. Went to a nice restaurant with the family, then we saw the 4K cartoon version of Dr. Seuss' the Grinch and it was an absolutely awesome Christmas movie. Then 37 min ago I was informed our lastest study has been accepted for publication - not a big study, but still great news, and a great surprise on a Saturday evening:

    Dear Dr. Rasmussen

    I am pleased to inform you that the reviews of your submitted article have been very positive and they recommend accepting the manuscript without change. I am delighted to accept it for publication in Topics in Stroke Rehabilitation. It was accepted on 07 Dec 2019.

    Thank you for submitting your work to Topics in Stroke Rehabilitation.

    With best wishes,

    Elliot J. Roth, MD
    Editor-In-Chief

    - then just I saw several great reviews for Boiling Steel - it does look great (and potentially awesome), I'm downloading now for the Index  o:)


    Get it here:

    https://store.steampowered.com/app/1016860/Boiling_Steel/
    Thanks, Boiling Steel is very cool.  Best of all it's included for free with my VivePort Infinity subscription and it plays well with both my Vive Pro and Rift cv1.

    Custom built gaming desktop; i9 9900k (water cooled) oc to 5ghz, gtx 1080 ti, 32 gb 3000hz ram, 1 tb ssd, 4 tb hdd.  Asus  ROG Maximus xi hero wifi mb, StarTech 4 port/4 controller sata powered usb3.0 pcie card, PCI-E PCI Express to USB 3.1 Gen 2 card, Asus VG248QE 1080p 144hz gaming monitor, Oculus Rift cv1 w/2x sensors, Vive Pro w/2.0 base stations/controllers, Quest w/Link and VD wireless (good/close 5Ghz wifi and PC with Ethernet cable to my Router).

  • Comrade_IvanComrade_Ivan Posts: 132
    Art3mis
    edited December 2019
    Got a reply to my ticket today. Valve was kind enough to replace the Clickgate-affected controllers for social media influencers, but the rest of us still seem to be getting the good old no-click-is-by-design replies.

    Let's see if I can cut through all the red tape:


  • RuneSR2RuneSR2 Posts: 6,810 Valuable Player
    TomCgcmfc said:

    Thanks, Boiling Steel is very cool.  Best of all it's included for free with my VivePort Infinity subscription and it plays well with both my Vive Pro and Rift cv1.

    Did also manage to play for an hour today, and it's not bad. But some dude writing that the graphics are similar to Lone Echo must have been smoking something that can't be healthy, lol. 
    Having to spawn a new weapon after a few shots easily gets annoying, and the first real level does contain a lot of repetitions. For now I think the game is just as good (or bad) as the Vertigo 2 demo. I'm positive about the game, but would probably rate it 6/10 or 7/10 - for now. 
    Ss 150% worked ok on my GTX 1080, I disabled MSAA completely - but didn't really see any jaggies. 
    Still considering if it's a keeper - Boneworks is out in 2 days, Dec 10 - 10 AM PST. 
    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: 6,810 Valuable Player
    edited December 2019
    RuneSR2 said:
    My Index Overload Management Gear™ just arrived!  B)










    Yup - the thumbstick clicks in all directions:D

    Hmmm, so now it's over using dirty non-Valve controllers with the Index!  o:)


    Just played Overload using Index and the Steam Controller, it was a blast! (pun intended ;)) - And I didn't vomit or felt any motion sickness, but my VR legs usually are quite strong. 

    There's actually a gyro in the Steam Controller that can be used in Overload:



    - the "gyro on" is also shown here:

    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: 6,810 Valuable Player
    TomCgcmfc said:
    Thanks, Boiling Steel is very cool.  Best of all it's included for free with my VivePort Infinity subscription and it plays well with both my Vive Pro and Rift cv1.
    I stand corrected, and maybe it's an acquired taste, but the game is quite good after completing the first tutorial-like levels.
    Some of the dark places don't look that good using Index, I'm thinking these locations originally were designed for oled hmds like CV1. 
    I can't use CV1 in Steam with my current setup. Do you know if the game has native Oculus support = if you can start the game from Oculus Home without starting SteamVR?
    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"
  • TomCgcmfcTomCgcmfc Posts: 2,819 Valuable Player
    All The VivePort games that are Rift compatible (most of them) all run through SteamVR.

    i don’t have any problem running my cv1 in parallel with my Vive headsets.  As long as I press the Link Box power button off Steam has no problems.  On some Steam games that offer Rift option it works fine as well.  You still need to be in Steam to begin with though.

    Custom built gaming desktop; i9 9900k (water cooled) oc to 5ghz, gtx 1080 ti, 32 gb 3000hz ram, 1 tb ssd, 4 tb hdd.  Asus  ROG Maximus xi hero wifi mb, StarTech 4 port/4 controller sata powered usb3.0 pcie card, PCI-E PCI Express to USB 3.1 Gen 2 card, Asus VG248QE 1080p 144hz gaming monitor, Oculus Rift cv1 w/2x sensors, Vive Pro w/2.0 base stations/controllers, Quest w/Link and VD wireless (good/close 5Ghz wifi and PC with Ethernet cable to my Router).

  • TomCgcmfcTomCgcmfc Posts: 2,819 Valuable Player

    I hate to tell ya but Boiling Steel (from VivePort) looks absolutely beautiful on my Rift cv1 with 2.0 SS w/OTT.  Like you I disabled in-game msaa and left all other in-game settings default.  I might try it later with my Vive Pro but I doubt it will look much better and the Rift touch controllers work so much better than those Vive wands.

    Custom built gaming desktop; i9 9900k (water cooled) oc to 5ghz, gtx 1080 ti, 32 gb 3000hz ram, 1 tb ssd, 4 tb hdd.  Asus  ROG Maximus xi hero wifi mb, StarTech 4 port/4 controller sata powered usb3.0 pcie card, PCI-E PCI Express to USB 3.1 Gen 2 card, Asus VG248QE 1080p 144hz gaming monitor, Oculus Rift cv1 w/2x sensors, Vive Pro w/2.0 base stations/controllers, Quest w/Link and VD wireless (good/close 5Ghz wifi and PC with Ethernet cable to my Router).

  • Comrade_IvanComrade_Ivan Posts: 132
    Art3mis
    I never bothered looking for this before I got Index, but now that I do have one I'm not having much luck finding the way to turn smooth locomotion in Steam VR Home on. Is steam vr home teleport-only?
  • RuneSR2RuneSR2 Posts: 6,810 Valuable Player
    I never bothered looking for this before I got Index, but now that I do have one I'm not having much luck finding the way to turn smooth locomotion in Steam VR Home on. Is steam vr home teleport-only?
    Yes, SteamVR is teleport only - seems that Gabe doesn't want anyone to get sick, 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"
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