Hands-on With Valve Index: VR Passion Redefined

What do you want from your next virtual reality (VR) headset? That’s right your next one. For those that have been following the latest VR trends from the very beginning, possibly even buying developer kits before the commercial versions came along in 2016, there’s likely hunger for something new. 2019 is certainly the year to upgrade your kit, but which path do you take? Valve knows long term VR enthusiasts want more; improved visuals, audio, comfort and interaction. And with Valve Index you’re going to get it – at a price.

First Impressions

Valve certainly isn’t going for half measures with its new device. The company isn’t trying to pander to the mass consumer market with a cheap entry level headset, it wants to showcase what VR is and what VR can do – without going into the stratospheric realms of enterprise VR. Straight away Valve Index looks and feels like a premium piece of hardware – and that’s before getting to the rest of the system.

There’s still a cable but that really shouldn’t worry VR fans who are well versed in using any of the major headsets. It’s easy to put on, adjust and jump straight into upgraded VR, but there are a couple of factors to get used to (more on that later).

The Headset

First and foremost Valve has aimed for visual-fidelity rather than trying to keep the head-mounted display (HMD) cheap. So the system boasts a custom full-RGB LCD display which Valve says has 50% more subpixels than OLED. What this means in the real world is crystal clear visuals. Trying to actually spot the screendoor effect was virtually impossible, and once one of the titles Valve had on display at a special preview event got started then all memory of screendoor simply faded away.

But that’s starting to get a little ahead. Before even seeing the lovely screen quality the headset needed to be worn and adjusted. Valve has made sure its new device is as adjustable as possible, not only allowing for a great fit but to also ensure Index will be suitable for as many people as possible.

So on the back strap is a turn dial ratchet system which is starting to become much more commonplace, enabling quick and easy adjustment. There’s still a Velcro strap on the top, and underneath the headset is the manual IPD adjustment which looked to have a fairly substantial range. Much more unique was the adjustable ‘eye relief’ as Valve calls it, whereby a dial on the side of the device moved the lenses backwards and forwards. The feature is why Valve won’t release a field of view (FOV) figure, as those with glasses will want to lenses further forward (reducing the FOV), while those without or wearing contacts can have the lenses as close as possible; maximising the FOV. With the lenses as close to my eyes as possible (no glasses) the FOV certainly seemed wider than HTC Vive or Oculus Rift.

With everything twisted, turned and adjusted, the Valve Index felt like a very comfy headset. Play sessions were short so it was difficult to tell how an hour or more might feel but first impressions were good.

Valve has also taken the brave step by doing something rather unusual when it comes to delivering audio. Index features nearfield off-ear speakers rather than headphones (see image above). Rather than having audio forced into your ear, the design allowed for a much more natural flow of sound, creating distinct, well-defined audio which was a please to listen to. As they don’t touch the ear there’s no issue with comfort. On the flip side having that gap does mean other sounds can get in. The thing is it really didn’t seem that bad. In a loud VR arcade, this might be an issue, yet at home it probably won’t be noisy enough to matter.

Valve IndexThe Controllers

Up until now the Valve Index has been a bit of a mystery apart from one little leak. The Knuckles controllers – now called Valve Index Controllers – have been fairly public for a couple of years, with Valve regularly releasing prototype updates. Actually trying these controllers for the first time was as exciting as you’d imagine.

Comfy to hold with the fabric strap tightened around the back of the hand, these things are packed with sensors to track all your fingers. Each digit was accurately tracked one by one, with the system only really struggling when multiple fingers moved in an awkward motion.

They may look big and bulky but they aren’t heavy or difficult to use. What’s initially difficult to get your head around is letting go. Grabbing a ball or any virtual item and then throwing it. It just feels weird when we naturally grip and hold controllers to let go of these, but it does work and works well. Another novel little feature is pressure, you can actually apply force – demoed by shaking a robots hand – which could have some interesting use cases for the future.

And thanks to the traditional thumbstick, A/B buttons, trigger and trackpad they’re completely compatible with SteamVR experiences and backwards compatible with the 1.0 base stations.

Valve IndexThe Games

Naturally, to demo such an exciting new headset Valve wanted the best of the best when it came to videogames. And what better way to show how good the new 2.0 base stations are than frantic rhythm action title Beat Saber. Not only was it glorious to look at but the tracking was faultless. Four base stations had been set up to cover three Valve Index headsets – so great for multi-use spaces – and the tracking on Beat Saber didn’t miss a beat (pun intended).

A new headset needs to be shown off with some new titles, and Valve didn’t disappoint. Stress Level Zero demoed its physics-based experience Boneworks which expertly demoed the controllers’ grip features as well as looking like it’s going to be the studios’ best title yet.

Who also happened to be there, none other than Hello Games with its little videogame No Man’s Sky. Having never played the original flat screen version I had no frame of reference. First impressions, very good. In the five minutes available the demo allowed you to dig, wander around a planet briefly and take off into space. Teleportation was the only movement option available but the studio did state more options would be available including smooth locomotion.

Valve wasn’t going to be outdone and to help new players get used to the controllers the company has created Aperture Hand Labs. From shaking hands to playing paper, scissors, stone, the demo quickly and simply takes you through how diverse these controllers really are.

Because Valve will be selling the HMD by itself – for HTC Vive owners wishing to upgrade – the system is also fully SteamVR compatible so it’ll work with any VR titles on the platform.

Aperature Hand LabsDressed to Impress

So how does VRFocus feel about the Valve Index? Quite honestly from this first unveiling, it has made quite the impression. Versatile, comfy and visually striking, Valve has managed to find a sweet spot between advancing VR and implementing decent usable features. While options like eye-tracking and foveated rendering have been omitted, they’re not missed. Coming in at $999 for the full kit, Valve Index is pricey, yet as an upgrade option for current HTC Vive users at $499 for just the headset it provides a tantalising choice for those looking for something better.

Valve Begins Shipping its new Knuckles DV Controllers to Devs

Valve is developing its Knuckles controllers at a lightning pace as the company has just revealed the latest iteration, the Knuckles DV.

Valve KnucklesEV3 Controllers
Valve Knuckles EV3 Controllers

The company only revealed the Knuckles EV3 controller prototypes back in September, sending them out to developers upon request. Now the Knuckles DV dev-kits are available, with Valve acknowledging the work done by virtual reality (VR) studio: “we’ve seen great engagement and received a bunch of feedback from VR developers around the world.”

Naturally, the Knuckles DV controllers have had several tweaks and adjustments over the EV3 prototype, these are:

Updates to Knuckles DV

Cap Sense

• Capacitive sensors have been rearranged to accommodate more hand sizes
• Firmware has been updated to take advantage of the new sensors

Trigger

• Trigger spring strength increased
• Trigger click feel improved

Strap

• Increased durability of strap adjustment connector
• Strap adjust feel improved

Firmware

• Fast charging improved
• Fixed pairing bugs
• Improved stability

Other

• Thumbstick feel improved
• Force sensor variation reduced
• LED light leakage minimized
• Improved fit and finish
• Improved reliability

Steam preview KnucklesDV
Valve Knuckles DV Controllers

There’s still no word yet on whether Valve has a launch window just yet for the controllers, but with such quick progress, an announcement can’t be far off.

As before, Valve is encouraging developers to get in touch if they want a dev-kit. “To request a Knuckles DV kit, please log into the Steamworks Partner Site and look for the Request Beta Hardware link on your landing page,” Valve notes on the Knuckles Steam page. “While we have Knuckles DV kits available in quantity, we will be unable to fulfill all requests. The team will hold on to dev-kit requests and developer information for any future releases.”

As Valve continues to make progress on the Knuckles controllers, VRFocus will keep you updated.

Valve Unveils New Knuckles EV3 Controllers

Having first showcased an early prototype of its Knuckles controllers back in 2016, Valve has just released new imagery and specification details for the latest design, Kunckles EV3.

Valve KnucklesEV3 Controllers

Via a Steam Blog posting Valve has released a list of updates over the previous Kunckles EV2 iteration, of which hundreds of developer kits have been sent out states the company. “EV2 was a huge leap from the previous generation with a completely new design, new inputs, and new sensors. Knuckles EV3 improves on the EV2 design with updates to input feel, strap design, battery life, and more.”

Knuckles EV3 Updates:

  • Strap
    • – Strap adjustment markings have been added to the top plate
    • – Strap rivet is thinner and no longer interferes with the wing
    • – Drawstring is now shorter
  • Trigger
    • – Trigger spring is now stronger
    • – Improved Trigger assembly and reliability
  • System Button
    • – The System button has been recessed slightly to avoid accidental presses
  • Grip FSR
    • – Grip FSRs (force sensors) more consistent from unit to unit
  • Battery Life
    • – Higher efficiency sensors increase battery life by 2 hours
    • – Players can now expect 7-8 hours of playtime per charge
  • Other
    • – LED light mixing improved
    • – USB port has been recessed, making it easier to connect the charge / data cable
    • – Improved fit and finish
    • – Improved reliability

Valve KnucklesEV3 MoonDust Demo

Developers keen on getting hold of the Kunckles EV3 controllers will be able to do so in a couple of ways. Valve will be sending out more EV3 kits than the EV2 version, firstly by reaching out to previous EV2 recipients as well as developers who requested a previous kit. Those that have yet to request a Knuckles kit will have to wait until the EV3 form goes live, which should be soon.

Once you got your Knuckles EV3 controllers Valve has provided several developer resources to help get you started, including an updated SteamVR Knuckles Tech Demos (also referred to as Moondust). Additionally, the source files for the demo are freely available for studios to pick apart. For further updates on the Knuckles EV3 controllers keep reading VRFocus.

Valve Have Released A New VR Portal Demo

Videogame and virtual reality (VR) content developer Valve has returned to the world of the ever popular Portal series with a new VR demo that has been designed to show off the new Knuckles EV2 controller. Titled Moondust, the demo sees players working for Aperture Science’s Lunar Resources Initiative, and are sent to space to build a modular space station before beginning a number of tests on the surface of the moon itself.

Moondust offers players a chance to enter the sandbox experience and try out the new Knuckles EV2 controller that Valve are developing. The title will see you able to interact with a number of different objects and mini-games using a range of movements and gestures. Players can crush moon rocks to a fine powder with their own hands, practicing driving a moon buggy around, assemble a space station, enjoy a throwing range and much more. All of which showcases the new features of the Knuyckles EV2.

“Knuckles EV2 is the cutting edge of VR input.” Valve writes on their blog post: “Soon, hundreds of developers will get their hands on developer kits and begin experimenting, but for the last few months that task has been left up to us. During the development of Knuckles EV2, we created a demo we call Moondust – both as a way to validate design decisions, and as a sandbox to test potential game mechanics with the new inputs.”

Making use of the recently released SteamVR Skeletal Input system along with incorporating the physical motions of the player in addition to their button presses. The Knuckles EV2 is shaping up to be the next step forward for motion controllers within the VR space. The high-fidelity hand posing and force data coming from the controllers allows for greater interaction and feedback in experiences, helping developing produce more immersive content.

The use of the Portal universe for the title helps to give the player a reason for their actions as they are looking to find a new source for the company’s moon-based conversion gel, a valuable portal conductor. It offers a familiar point of reference for players to explore as they experience the new systems and features that the Knuckles EV2 offers.

Moondust was created on a limited schedule, and is not perfect.” Valve adds: “It is, however, the best current demonstration of all the features of Knuckles EV2. Now that it’s out there in the world, it’s your turn. Take the ideas presented here and expand on them. Prove us right, prove us wrong, build on our ideas and learn from our mistakes. You are at the forefront of VR input, so get out there and make some great games.”

Those looking to experience the new Moondust demo can do so by adding the title to their Steam library here. The title is designed for and only works with the Knuckles EV2 at this time. You can see the trailer for Moondust below and for more on it and the Knuckles EV2 in the future, keep reading VRFocus.

Steam Introduces SteamVR Skeletal Input

Back in May Steam announced a new SteamVR input system that was designed to allow developers to more easily support existing and future controllers, offering gamers to more easily customize their controls. Now, Steam have revealed their next part of this system which will allow virtual reality (VR) titles to gather extra information from the controller about what the player’s body is doing. As hardware is able to provide information on the position of the user’s hand and fingers, SteamVR Skeletal Input is being developed to facilitate the innovation and development of controller maker capture for user’s hands.

SteamVR Skeletal Input

By using a controller to map and capture the postion of the user’s hand as accurately as their sensors are able, and provide it as a stream of animation data to the running application, developers can create animated hands in VR that mimic that of the user in real-time. The data is also able to be used in addition to developer made animations to add any extra layer of detail and realism to the user experience.

The benefit of this new system for users is that they will be able to use new controllers with their favourite titles without the need for developers to release a patch to support the new controller. Developers will no longer need to create unique animations for each VR controller as the system will help fill the gaps by providing that real-time animation data. SteamVR Skeletal Input also means that hardware makers can continues to innovate within the VR space, all while knowing their drivers for a controller will work with any title that supports the new SteamVR Skeletal Input system.

SteamVR Skeletal InputSteamVR Skeletal Input

Controller drivers will be able to provide two animation streams to applications for each controller: one stream tracks the estimated pose of the user’s hand with the second stream providing a range of motion for the hand as if there was no controller in the way. Developers will then be able to choose which of these streams to sample from based on the current context of the title such as if the user is holding an object or if the hand is empty within virtual space.

Developers who are interested in making use of the SteamVR Skeletal Input system can find the documentation on the OpenVR GitHub Wiki with Unity developers able to access an early release of the plugin and Skeletal Input API now. The full SDK will be made available to developers very soon. The initial beta release of the system supports the Vive wants, Oculus Touch and the new Knuckles EV2 controllers, with many more to come in the future.

For all the latest on the SteamVR Skeletal Input system, keep reading VRFocus.

A Guide to HTC Vive Controllers: Vive Wand, Steam Gamepad, Knuckles and More.

The HTC Vive is the more expensive of the currently available high-end PC virtual reality (VR) options, though some could argue its the most forward-looking, having launched with tracked motion controllers while the Oculus had to introduce them later. HTC Vive is also looking to get some upgraded controllers in the form of the Knuckles controllers, as well as being compatible with Xbox controllers and the Steam controller.

Though not quite as attractive as Oculus Rift’s Summer discount, HTC Vive also offers a sale price, with the headset being reduced to $749.99 (USD), including free shipping, for the Summer Sale. The bundle includes a free version of Star Trek: Bridge Crew, a Viveport subscription in addition to the headset, controllers and two Lighthouse tracking base stations along with the cables.

The HTC Vive was launched on 5th April, 2016 as part of a joint project between HTC and Valve. At the time when pre-orders opened, over 100 games were already known to be coming to the platform. The HTC Vive natively supports ‘room-scale’ VR by using ‘Lighthouse’ tracking base stations in addition to the headset and controllers.

HTC Vive product 1

There are two competing wireless solutions for the HTC Vive, the TPCast and DisplayLink, though neither of those devices is currently available for commercial release yet, there are some indications as to how they will perform with VRFocus looking at them both.

Valve recently announced that there are upgraded Vive controllers on the way in the form of the Knuckles Vive controllers. The HTC Vive also supports Xbox controllers and the Steam controller.

Which controller set-up is best for which application? Should you wait for the Knuckles Controllers? You can find out with the VRFocus guide to various HTC Vive controller set-ups.

A Guide to the HTC Vive Knuckles Controllers

Valve has been keeping a lot of the information on the upcoming upgrade to the HTC Vive controllers to themselves so far. Though we do have some information on what the new Knuckles Controllers will look like and how they will behave, full details will need to wait until they get a commercial release. The Knuckles Controllers feature an advantage over the standard HTC Vive wand controllers in that they have individual finger tracking.

Knuckles Controllers Launch and Price

The Knuckles controllers have yet to see a commercial release, so a price point for the devices has not yet been established. Only developments kits have been sent out so far, and Valve has yet to announce an official launch date.

How to Use the Knuckles Controllers

For those fortunate enough to have one of the Knuckles Vive controller sets, first you will need to pick up the controllers and adjust the strap so it sits comfortably. The Knuckles controllers then need to calibrate for the finger tracking to work, which involves holding the controller with the index finger resting on the trigger while the thumb is on the touch pad, fingers touching the sensors for one second, then releasing. Valve says the commercially released versions will not need this calibration.

Those who own a Knuckles controller will also need to navigate to the Tools menu in the Steam client to activate Steam VR in Beta in order to use the Knuckles controllers at present.

Apps and Games Compatible with Knuckles Controllers

Valve is planning to offer a feature which emulates the HTC Vive wand controllers, so previously available software should be able to work with the Knuckles controllers. At present, one of the few apps that offers full functionality for the Knuckles Vive controller is Steam VR Home, which if it detects a user has the Knuckles controllers, will automatically upgrade the user avatar from three fingers to five. It has not yet been established how many other upcoming applications and videogames are planning to make use of the full functionality of the upcoming controllers.

Long-Term Applications of the Knuckles controllers

Its clear the Valve expect the Knuckles controllers to be the ‘next evolution’ of the HTC Vive motion controllers, and will likely be pushing developers to include the finger-tracking ability in future software. How well the user base responds to this remains to be seen, though early indications of the ergonomics and usability of the Knuckles controller have been positive.

Cloudhead Games Give a First Hand Look at Valve’s new Knuckles Controller

Last week VRFocus reported on Valve releasing details on its upcoming Knuckles controller, a device first showcased at its Steam Dev Days event towards the end of 2016. Those details on Knuckles were for the developer kit, which have now started to land at select studios, one of which is Cloudhead Games, the team behind The Gallery – Episode 1: Call of the Starseed. Handily Cloudhead decided to make a short video, giving a better glimpse a the new device.

In a tweet posted a short while ago, Danny Unger, CEO at Cloudhead Games runs through some of the features, and some interesting highlights of what’s been printed in the box. Inside Valve has written that the Next Gen SteamVR Controllers are ‘Magic!’, it also says the device has ‘capacitive sensor for finger’, ‘grasp detection’, ‘improved ergonomics’, ‘weight’ and ‘next gen trackpad technology’.

While the video shows that the controllers are a little rough around the edges – it is a dev kit after all – it perfectly highlights what users are going to be able to do, with far more natural hand and finger interactions than what’s possible with the current HTC Vive controller.

Having that strap around the back of the hand should free up movement so that throwing or catching a ball for example is far more intuitive as you won’t need to worry about ‘holding’ the controller. The whole design is about improving VR immersion after all.

This will certainly fan the flames of desire with HTC Vive owners, but there’s currently no confirmed details on a possible launch window. Valve being the secretive company it is will likely keep everyone in suspense, with a Steam Dev Day announcement later this year probably a good bet.

As ever, keep reading VRFocus for the latest VR news and announcements from around the world.

Valve Provides Details on Upcoming Knuckles Vive Controllers

Valve have been quietly working on an updated version of the HTC Vive controllers for a while now, with very early prototypes being glimpsed at Valve’s Steam Dev Days conference last year. Now the company have revealed some more details about the upcoming Development Kits for the new controllers.

The main advantage of the Knuckles controllers over the standard Vive controller is that the Knuckles controllers allow for individual finger tracking, along with an outer ring that allows the main part of the controller to be released without dropping the controller. This allows for users to pick up and drop objects within the virtual world, as well as other actions such as grabbing, pulling and pushing that were previously very difficult to achieve reliably.

The controllers still feature a trigger, trackpad, face buttons and system button. At present, the Knuckles controllers are only compatible with the beta branch of Steam VR, which can be enabled from the Tools menu in the Steam client.

The development versions of the Knuckles controllers require calibration to allow for the finger tracking to work correctly, which involves holding the controller with the index finger on the trigger and thumb on the track pad for one second, then releasing. Valve have stated that the commercial versions should not need this additional calibration.

SteamVR Home has already been made compatible with the Knuckles controllers so developers who have the new controllers can experiment with how the Knuckles controllers function. If SteamVR Home detects a user with the Knuckles Controllers equipped, their avatar model will automatically be given five-fingered hands, as opposed to the standard three-fingered hands.

There is currently no word on when the Knuckles controllers will get a commercial release. VRFocus will bring you further updates on the Knuckles Vive controllers when it becomes available.