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Valve Index VR HMD, releasing in May

Discussion in 'VR Headsets and Sim Gaming - Virtual Reality' started by noorbeast, Mar 30, 2019.

  1. noorbeast

    noorbeast VR - The Next Generation Staff Member Moderator

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    Valve Index VR HMD is releasing in May, speculation is that it will be 140 FOV, release with knuckles and use Lighthouse tracking: https://store.steampowered.com/sale/valve_index/

    [​IMG]

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    Last edited: May 23, 2019
  2. Ads Master

    Ads Master

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  3. BlazinH

    BlazinH Well-Known Member

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    I don't dislike the thread but the video is awful.
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    Last edited: Mar 30, 2019
  4. Sarge

    Sarge Member Gold Contributor

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    Those angled edges on each side and camera positions point towards inside out tracking for me. Nice to see IPD adjustment.
  5. Zed

    Zed VR Simming w/Vive

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    If you brighten the image and look closely, it looks like there are the same kinds of tracking diodes as used on the Vive with Lighthouse. The Index either does both Lighthouse and inside-out, or those cameras are for AR or hand tracking. That they point straight ahead or slightly down makes me think hand tracking.

    https://arstechnica.com/gaming/2019...ers-brand-new-vr-headset-slated-for-may-2019/

    This is the same headset Upload talked about last year that was disclosed in leaked images from Valve, presumably from 7/25/18: https://uploadvr.com/valve-135-vr-headset-half-life/ Leaked images here: https://imgur.com/a/nYegjQp

    And it probably uses these displays since the leaked images include JDI designations on paper tags: https://www.j-display.com/english/news/2018/20180510.html

    So, this tends to indicate high resolution displays and actively-used instead of largely-unsupported cameras. That means it will use VirtualLink so 20 series cards with VirtualLink (or AMD equivalent) likely required.

    To render to all those pixels, my own guess is those large lenses are also letting eye tracking cameras watch the pupils and that could also tie in with 20 series cards since Jensen Huang said the RTX engines can do foveated rendering.

    This could be the gen 2 headsets we’ve been looking for.

    Instabuy for me.
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  6. noorbeast

    noorbeast VR - The Next Generation Staff Member Moderator

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    It won't be using inside out tracking, the dimples show it will use Lighthouse, which in my view is a plus for motion sim VR use. The cameras will be used for pass throuh vision and perhaps hand tracking.
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    Last edited: Mar 31, 2019
  7. noorbeast

    noorbeast VR - The Next Generation Staff Member Moderator

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    The video was included not because it was good, but rather because it covers all of the current speculation, and at the moment that is all there is to go on, as Valve has not released specifications at this stage.
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  8. prodigy

    prodigy Burning revs

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    Great news, can't wait till May to see what will they reveal.

    I like those controllers of Valve's too.
  9. Zed

    Zed VR Simming w/Vive

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    Gabe Newell apparently said that multiple packages would be offered, too, but someone else pointed out you’ll probably just pick and choose which parts you want and all the individual boxes will come in a larger box.

    Ran the numbers with the known and likely dispay resolutions. Index looks really good. Some are attacking Index saying the added field of view will push the angular resolution back down to where the Vive is now since all those extra pixels will be spread over the wider angle.

    Assuming the pixels are spread linearly which I believe isn’t true, this still allows a comparison to be made...

    OG Vive is 10 pixels per degree. Vive Pro is 13. Rift is 12. That explains why Rift looked so good in the field of view even though both Rift and Vive used displays that had the same pixel counts. Rift has around 90 degrees field of view and Vive 110. Going to the Vive Pro was a big improvement over Vive and punches up to just slightly better than Rift while keeping the 110 degree field of view. Rift users who switched to Vive Pro probably didn’t see a lot of resolution improvement but did get some, but the bigger gain would be in the field of view.

    Index supposedly has a 135 degree field of view. If it is using the J-Display LCD they noted was going to ship this month (March) to a VR headset manufacturer, the Index comes out at 16 pixels per degree. That’s both big field of view and another significant bump in resolution.

    I’ve seen some good discussions - all speculation - that Valve will need to do some kind of upscaling and possibly full time reprojection at a minimum while whoever has to gets on board with eye tracking and foveated rendering - if it has eye tracking. I just don’t see how Valve would not include it with what looks like a pixel count increase that will bring most computers to their knees if there are no other assists.
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    Last edited: Mar 31, 2019
  10. Zed

    Zed VR Simming w/Vive

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    Correction - DP 1.4 is basically (but not exactly) the same as VirtualLink in terms of video signals. So VirtualLink isn’t required for the high res displays if they are used. Lots of speculation on display panels based on the DP 1.2 minimum spec. 1.2 can’t run the JDI panel resolution so if Valve is using them, there may be a hardware upscaler or Valve isn’t using those specific JDI panels.

    Lots of questions but reveal & preorders due in just a couple of days.
  11. BlazinH

    BlazinH Well-Known Member

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    For comparison HP states this about their new Reverb.

    "9.3 Megapixels combined panel resolutions, full RGB subpixel stripe and an extended 114 degree field. To enable full 90 fps performance, a DisplayPort™ 1.3 or later connection is required with the graphics solution provided by the PC"
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  12. Zed

    Zed VR Simming w/Vive

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    Interesting. That is another way to manage bit rates - just limit frame rates.

    Rumors are the Index reveal will be 10 AM PDT. Will be interesting to see what Valve has created.
  13. noorbeast

    noorbeast VR - The Next Generation Staff Member Moderator

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    Norm from Tested review of the Index, which goes on pre-order 1st May, the HMD, knuckles controllers and Lighthouse 2 base stations can be purchased separately, but the all in price is $1000 and availability initially limited to USA and Europe:

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    Last edited: Apr 30, 2019
  14. SeatTime

    SeatTime Well-Known Member

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    I like how they have opened parts of it up for future modding.
  15. noorbeast

    noorbeast VR - The Next Generation Staff Member Moderator

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    You can add your own custom modules to the front panel and the cameras will be accessible for Devs to mod.
  16. noorbeast

    noorbeast VR - The Next Generation Staff Member Moderator

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    Valve Index pre-orders are now open, but no joy for many of us because it is not available in countries like Australia.
  17. ghidossi

    ghidossi Member

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    it look really great cause you have an access to devellop your system like with arduino and add it directly on the headset. Im sure good devellopment will follow quicly like do Augmented reality.

    i hope have this one soon
  18. Zed

    Zed VR Simming w/Vive

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    These guys seem to have gotten access to all the docs for the frunk and are making hay: https://realityinstruments.com/

    They also have an .stl file and very basic drawing here: https://realityinstruments.com/bracket/

    I just printed their bracket to get measurements off of that since that drawing is a tad too basic.

    And this will come in handy for Aduino boards from various sources if they have micro-USB connectors on them. Been working up software using the adapter even though they show it on a different gender USB A: https://www.sparkfun.com/products/14567

    There’s also boards like the "Beetle" that have the ATMega32U4 (like Arduino Leonardo but not all pins available) that don’t need an adapter since they have USB A fingers on the board and built in USB 2.0 functionality.

    Lots of possibilities and so far word is that Index is a good headset.
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