> The result is a wider peripheral distribution by default, but the system also allows Valve to implement a new type of slider. Valve insists that no matter what face shape or pair of glasses you bring into the Index, you can turn an "eye relief" knob to bring the Index's lenses as close to your face as comfortably possible, and the device does so in a way that guarantees a greater effective FOV. After describing most FOV sales pitches as "dishonest" due to many users' faces or glasses obstructing that full FOV potential, Valve insists that its eye relief knob will guarantee a "20 degree" increase in FOV for all users compared to traditional "110-degree" systems. (This works in tandem with a standard interpupillary distance slider, or IPD, found in most VR headsets.)
It's a "Valve insists" rather than a confirmation based on their experience, but they make sound like it's more glasses-friendly than previous headsets. Odd that Valve's own site doesn't mention it.
> But these stats were followed by a ridiculous claim on Valve's part: that Index's LCD panels had enough innovations and pixel density to "essentially eliminate the screen-door effect." Meaning, an Index user shouldn't perceive breaks between pixels or "stair-step" effects, which older VR headsets are notorious for.
Screen door effect refers to the impression of a visible lattice or grid overlaying the image, caused by visible gaps between pixels (so it literally looks like you're viewing the scene through flyscreen). It doesn't refer to individually distinguishable pixels, and a claim that they've eliminated screen-door effect is in no way a claim that the headset has a "retina display".
I am really, really disappointed by the lack of wireless. Getting a TPCast was a massive improvement for my Vive, I really don't want to go back to wires.
I assume it's a question of cost. And that a wireless "add-on" will be available. Not everybody is willing to pay 300-400€ more just to lose the cable.
Hell, the Index sounds great because it's what the Vive should've been at the same price at launch. Vive build quality, optics, comfort, etc. are simply terrible for such an expensive device.
"Some companies are probably working on it" doesn't help much when I'm deciding whether to invest $1,000 in a product ecosystem. For it to impact my purchasing decision, I need some details and a release date at minimum.
At the moment, I basically have to assume it's not coming, because anything else would be foolish when there's this much money at stake.
appear to have a slightly transparent front with a leap-motion behind the plastic? Its very obvious there is some sort of rectangle there, and it seems like visibility of such a rectangle would be deliberate. I wonder what it really is?
Looks like it is. Probably an image from one of the dev kits with a Leap Motion in the "frunk":
Front expansion slot
Lovingly referred to as the Frunk, the front compartment includes a USB 3 Type-A port - specifically made for tinkerers and makers. Specs and details will be provided soon.
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[ 3.1 ms ] story [ 60.3 ms ] thread[1]: https://www.valvesoftware.com/en/index/headset
> The result is a wider peripheral distribution by default, but the system also allows Valve to implement a new type of slider. Valve insists that no matter what face shape or pair of glasses you bring into the Index, you can turn an "eye relief" knob to bring the Index's lenses as close to your face as comfortably possible, and the device does so in a way that guarantees a greater effective FOV. After describing most FOV sales pitches as "dishonest" due to many users' faces or glasses obstructing that full FOV potential, Valve insists that its eye relief knob will guarantee a "20 degree" increase in FOV for all users compared to traditional "110-degree" systems. (This works in tandem with a standard interpupillary distance slider, or IPD, found in most VR headsets.)
It's a "Valve insists" rather than a confirmation based on their experience, but they make sound like it's more glasses-friendly than previous headsets. Odd that Valve's own site doesn't mention it.
> But these stats were followed by a ridiculous claim on Valve's part: that Index's LCD panels had enough innovations and pixel density to "essentially eliminate the screen-door effect." Meaning, an Index user shouldn't perceive breaks between pixels or "stair-step" effects, which older VR headsets are notorious for.
Screen door effect refers to the impression of a visible lattice or grid overlaying the image, caused by visible gaps between pixels (so it literally looks like you're viewing the scene through flyscreen). It doesn't refer to individually distinguishable pixels, and a claim that they've eliminated screen-door effect is in no way a claim that the headset has a "retina display".
Hell, the Index sounds great because it's what the Vive should've been at the same price at launch. Vive build quality, optics, comfort, etc. are simply terrible for such an expensive device.
At the moment, I basically have to assume it's not coming, because anything else would be foolish when there's this much money at stake.
https://steamcdn-a.akamaihd.net/valvesoftware/images/index/H...
appear to have a slightly transparent front with a leap-motion behind the plastic? Its very obvious there is some sort of rectangle there, and it seems like visibility of such a rectangle would be deliberate. I wonder what it really is?
Front expansion slot
Lovingly referred to as the Frunk, the front compartment includes a USB 3 Type-A port - specifically made for tinkerers and makers. Specs and details will be provided soon.
There are sandboxes (like the lab) and then actual games (Portal, HL, L4D...)
can't see it from here: "Not Available In Your Country"
$749 for the headset and pair of controllers.
$499 for the headset
$279 for a set of controllers
$149 for one base station
Hurrah.