=EXPEND=Tripwire Posted March 30, 2019 Posted March 30, 2019 https://store.steampowered.com/sale/valve_index Nothing but a teaser, but Valve providing a date?! WOW. Very interested.
=EXPEND=Tripwire Posted March 30, 2019 Author Posted March 30, 2019 Someone brightened up the original image. Can still see what appears to be lighthouse sensors on the headset.
=EXPEND=Tripwire Posted March 30, 2019 Author Posted March 30, 2019 57 minutes ago, Uffz-Prien said: Isn't it just a re-badged Vive? Odd comment to make? You mean because its likely using Valves own lighthouse tracking technology? No other specs are confirmed yet other than speculation based on the chipsets visible on the PCB in the leaked images from a year ago.
Panzerlang Posted March 30, 2019 Posted March 30, 2019 (edited) Because, from what I can make out, they already use the Vive as their 'in house' headset. Figured maybe they'd just re-badged it, because I fail to see how they could have so quickly developed their own from scratch and have it ready for May. Edited March 30, 2019 by Uffz-Prien
=EXPEND=Tripwire Posted March 30, 2019 Author Posted March 30, 2019 (edited) They provided a great deal of R&D to HTC to build the Vive - because Valve would have lacked the ability to manufacture their own consumer grade hardware at scale then and needed a partner to get the design to market before the Rift once facebook bought Oculus and Valve and Oculus stopped working together on VR design from that point on. Its been 3 years since the release of the OG Vive, and 6 months since leaked images of the headset undergoing testing were taken. Lets see what they have achieved. Edited March 30, 2019 by =EXPEND=Tripwire 1 1
chiliwili69 Posted March 30, 2019 Posted March 30, 2019 Wow! May is just 1 month wait! Very interesting year this one!
dburne Posted March 31, 2019 Posted March 31, 2019 One thing about it we are going to have some nice choices for VR devices in the next few weeks. Big change from a year ago.
Blitzen Posted March 31, 2019 Posted March 31, 2019 Hope this info will be updated from time to time esp.after the release to see if its the right HDR to replace my Rift....
JonRedcorn Posted March 31, 2019 Posted March 31, 2019 (edited) 8 hours ago, dburne said: One thing about it we are going to have some nice choices for VR devices in the next few weeks. Big change from a year ago. Unfortunately without some seriously wild software improvements they are all going to be rather useless for high fidelity simulators and other titles. I've basically stopped even messing with VR now since getting the odyssey. Which makes me pretty sad really. Edited March 31, 2019 by JonRedcorn
dburne Posted April 1, 2019 Posted April 1, 2019 Pre-orders opening in May, shipping to begin in June. https://uploadvr.com/valve-index-vr-headset-listed-on-steam-apparent-june-15-ship-date/
JonRedcorn Posted April 2, 2019 Posted April 2, 2019 48 minutes ago, dburne said: Pre-orders opening in May, shipping to begin in June. https://uploadvr.com/valve-index-vr-headset-listed-on-steam-apparent-june-15-ship-date/ It's a sweet looking headset for sure, just have no interest in any of these new headsets, if anything the oculus rift s kind of interests me with it's 80hz refresh rate. 60hz in the odyssey is too low and the picture is too dark, 80 might be a good compromise.
SCG_Fenris_Wolf Posted April 2, 2019 Posted April 2, 2019 You can adjust the gamma value to compensate. It'll lead to less godrayish effects too. Activating bloom also helps. It's not the same picture, but neither worse nor better. Just give it a try if you have doubts
dburne Posted April 2, 2019 Posted April 2, 2019 (edited) Valve Index perking more and more of my interest. This may be the one for me. Edited April 2, 2019 by dburne
JonRedcorn Posted April 2, 2019 Posted April 2, 2019 2 hours ago, SCG_Fenris_Wolf said: You can adjust the gamma value to compensate. It'll lead to less godrayish effects too. Activating bloom also helps. It's not the same picture, but neither worse nor better. Just give it a try if you have doubts Trust me I've tried it you end up with a washed out picture. Plus the 60hz was making me feel sick. Hadn't felt like that since I got my rift over a year ago. Have you been using it?
A_radek Posted April 2, 2019 Posted April 2, 2019 3 hours ago, dburne said: Valve Index perking more and more of my interest. This may be the one for me. While I've had my mind set on the 5k+ for a while now, this does start to look like a contender. The 130fov should drastically improve situational awareness in il2, only need the official numbers to confirm these and see what the cosmos is about.
SCG_Fenris_Wolf Posted April 3, 2019 Posted April 3, 2019 22 hours ago, JonRedcorn said: Trust me I've tried it you end up with a washed out picture. Plus the 60hz was making me feel sick. Hadn't felt like that since I got my rift over a year ago. Have you been using it? Only for experimentation, but my rig keeps 80-90Hz above 1-2km altitude. 60Hz I can take, not making me feel sick. I got an iron stomach from sailing and flying gliders. But the 3D feeling gets lost a bit. I returned to 90Hz but came to notice that the irregular stuttering/ghosting of perpendicular moving airplanes at high speeds seems to be much more pronounced in 90Hz mode, if the framerate doesn't get up to 90fps but hovers between 70-80 - in combat situations. That made aiming considerably harder. Most of my attacks are slashing attacks at steep angles, so this is important to me.
SR-F_Winger Posted April 3, 2019 Posted April 3, 2019 IF they have a resolution matching or close to the Reverb and really manage to somewhat increase the FOV, then this will be the route to go for me i believe. I wonder what this 2 lenses design will bring. Cant wait for May 1st.
Tapi Posted April 3, 2019 Posted April 3, 2019 Index probably wo'nt have the same high resolution as Reverb but the lower one like Vive Pro. see https://uploadvr.com/report-valve-index-dev-video-apparently-reveals-render-resolution-and-refresh-rate/ Quote The same default render resolution as the Vive Pro seems to indicate Index uses the same 1440×1600 OLED panels as the Vive Pro
dburne Posted April 3, 2019 Posted April 3, 2019 30 minutes ago, Tapi said: Index probably wo'nt have the same high resolution as Reverb but the lower one like Vive Pro. see https://uploadvr.com/report-valve-index-dev-video-apparently-reveals-render-resolution-and-refresh-rate/ That will be ok with me, a slight bump in resolution combined with a slight bump in FOV would be nice.
A_radek Posted April 3, 2019 Posted April 3, 2019 (edited) For those of us with eyes next to our ears (me 70mm ipd) Reverb and Rift S does not seem to be an option. Hoping the cosmos has it all and a proper ipd range. Edited April 3, 2019 by SvAF/F16_radek
SCG_Fenris_Wolf Posted April 3, 2019 Posted April 3, 2019 Very true. I am comfortable with 66-69mm IPD. It all depends on the lenses, eventually. The bigger their sweet spot is, the less importance physical IPD retains. The best scenario is giant sweetspots, and physical IPD adjustments negligible in the future for those headsets without an IPD modifier. The worst scenario is that they have small sweetspots, and that the Valve's Index IPD modifier is only there because it uses terrible tiny sweet spot lenses like the VivePro. I trust in you Gabe. Do the right thing.
Guest deleted@134347 Posted April 3, 2019 Posted April 3, 2019 1 minute ago, SCG_Fenris_Wolf said: The bigger their sweet spot is, the less importance physical IPD retains unfortunately, I don't believe that's the case, purely from my own experience with VivePro. The original Fresnel lenses in vPro had a horrible sweet spot, very tiny. However the IPD adjustment within the headset didn't seem to affect anything as far as the viewing comfort went. I switched to GearVR lenses. Sweet spot is ~90% of the lense. And the IPD adjustment is extremely important, i.e. if it's not set close to your requirement you will feel cross-eyed when taking off the headset..
SCG_Fenris_Wolf Posted April 3, 2019 Posted April 3, 2019 (edited) Ouch ! Hope that's because you did something wrong in the assembly. In the Odyssey, changing the IPD to minimum makes near objects sharp and far objects unsharp. I have a larger IPD. That observation led me to the conclusion, that physical IPD adjustment alters the sweet spot by shifting it around. I still assume this is the case, as it's easily reproducible. Edited April 3, 2019 by SCG_Fenris_Wolf
Guest deleted@134347 Posted April 3, 2019 Posted April 3, 2019 2 minutes ago, SCG_Fenris_Wolf said: Ouch ! yeah, the optics is pretty counter-intuitive. I'm not sure if it's a thing with GearVR lense specific focal length, or shape of a lense... Anyway, in my opinion until you put it on and try it for yourself don't hold any high expectations for any advertised implementations. ?
SCG_Fenris_Wolf Posted April 3, 2019 Posted April 3, 2019 I sure won't, I'll remain critical and will wait for some in-depth critical reviews. No preordering. That's also something Gabe taught us.
lightbulbjim Posted May 7, 2019 Posted May 7, 2019 Looks like it's not available in Australia (at least for preorder). Shame, as this looked like one of the best upgrades from a Rift CV1.
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