It’s a great compromise.īy being a PC-based headset, the Valve Index is also open to all sorts of third-party applications and games. They are fantastic – with more boom and bass than in-ears can offer, and without the claustrophobic feeling of being completely encased by over-ears, you get the benefit of rich, directional audio while not completely losing situational awareness in the real world. With two additional sliders, one to set the distance between each individual eye to match your pupils, and another to move the screens closer or further away from your eyes, the Valve Index lets you find a sweet spot that makes its viewport feel very natural.Īudio is provided by two puck-like speakers that hover from the bands of the headset in front of your ears. Even better is the field of view which, at 130 degrees, gives a great impression of the virtual world’s presence around you. More impressive is its refresh rate – at 120Hz (and capable of boosting up to 144Hz) it allows for smooth movement in games and experiences, which help to avoid the dreaded motion sickness VR can sometimes cause. While it’s no longer the sharpest display out there, that’s still crisp enough to appreciate fine detail in VR worlds. Behind the glossy front screen plate you’ll find dual LCD displays at a 1440 x 1600 resolution per eye. What’s packed into the headset is what makes it special though. The more space you have, the better, and we’d encourage anyone setting up the Valve Index to consider a dedicated play space for the VR headset – you won’t want to go through that rigmarole all over again. Your play space is also identified through a ‘Chaperone’ system, which throws up a grid of virtual walls as you approach the boundaries of your space – handy for preventing you from walking into real-world walls or putting your hand through your TV screen.īut the set-up process is time consuming, even if things work correctly the first time. You’ll need to download the SteamVR application on your PC, but once installed it does a great job of walking you through setting up the boundaries of your play space, setting your height, and orienting you through how VR works with a tutorial themed around Valve’s popular Portal game series. The set-up process, once all cables are connected and Base Stations placed down, is quite intuitive. Any less than that and tracking may become flaky. Valve Index’s Room Scale space requirements are quite demanding, needing at least 2m x 1.5m (6.5ft x 5ft) in order to work properly. While standing and seated play options are available, it’s the free-roaming ‘Room Scale’ style that is most appealing, letting you freely wander around VR worlds within the confines of your home. These will help track and orient you in the real world and then process that information into movement through the virtual world on your computer.Īs such, set up can be a mess of wires – you have three cables running from the headset itself (power, USB 3.0, and a DisplayPort cord) into your computer, while the two Base Stations (which need to be placed in opposite corners of your play space, slightly angled towards the ground) each need power supplies too. Two cameras sit on the front of the Valve Index, which are used in tandem with a small pair of (included) cube-shaped Base Stations. Headset might be good, but controllers are dividing people with that headset.The Valve Index is a wired headset, meaning you’re going to need to plug it into the back of your PC in order for it to work, as well as having a few external accessories running in order to track play. I don't want controllers that need batteries and that I couldn't upgrade. Very easy to switch to new controller model whenever any company providing SteamVR tracking headsets introduces new ones, while with G2 you most likely need to change the headset if you want to change controllers for better ones.Ĭontrollers are the main reason I wouldn't go for G2. I use Vive Pro with Index controllers (it wands went obsolete against the competition, so I upgraded). With SteamVR tracking headsets you can easily get new controllers when old ones go obsolete and I have never heard anyone used controllers so long that they battery dies before the go obsolete. G2 don't even use same controllers as other WMR headsets so you are locked what HP provides to you. Personally, I never liked that the Index had plug in controllers, batteries don't last for ever, what then, another set of controllers? $369.00 I'd rather buy 4 rechargeable batteries You are going to use same controllers forever? With G2 you can't switch to new controllers (Unless HP specifically upgrades them). Check out comparisons between Index and Reverb G2 you might change your mind on the Index. Originally posted by Libre:The new HP Reverb G2 is gonna change the paradigm.
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