Valve Index – The Review

It doesn’t seem that long ago that Valve officially teased its own virtual reality (VR) headset, the Valve Index. Sure, images had circulated the web that the company had one in the works but when an actual formal mention is made, it makes it all the more exciting. Three months later and the Valve Index has now begun shipping to those customers lucky enough (and quick enough) to have placed their pre-orders in May. And in all honesty, you’ve made a great decision.

Valve Index

I’ve been lucky enough to have access to the Valve Index for a month now although I’ve not been able to use it every day namely due to being away at the Electronic Entertainment Expo (E3) 2019 earlier this month. I previously wrote a fairly detailed hands-on article for the headset so after spending more time with the device when possible, it was time to write a candid assessment of the Valve Index.

Right from the off when Valve introduced the headset for the first time at a special press event in Seattle the company made it quite clear its intentions for Valve Index. The head-mounted display (HMD) hasn’t been designed to attract more consumers to the market with cheap pricing, it has been designed for high fidelity and all the VR enthusiasts out there. Which is fine, and the pricing does reflect this, but is it really worth it?

Valve has definitely taken a leap out of the modern packaging handbook when it comes to presentation. The full kit comes in a massive sleek, shiny black box which feels weighty and solid enough to sit on (please, please don’t though). Inside is a lovely double layer arrangement with the main hardware – headset, controllers, and base stations – on top and all the cabling and other paraphernalia underneath. The top layer also has handy fabric tabs either side to allow for easy lifting. Very plush and well thought out.

Valve Index

As you’d hope to expect all the kit is well made and put together, the plastic doesn’t feel cheap and it all seems like it could take a knock or two if users aren’t too careful! So far this is also reassuring due to the fact that there are so many moving/adjustable parts to the system. Discounting things like the buttons and triggers, controllers such as the Oculus Touch or the ones for HTC Vive only have a single wrist strap to deal with. The Valve Index Controllers have the fabric strap for the back of the hand which has two points where it can be altered.

Likewise, the Valve Index headset features a ratchet tightening dial at the back, manual IPD adjustment underneath and another dial on the side to move the lenses backwards and forwards depending on preference and whether you wear glasses. For the time being this is all great, a super amount of options to suit everyone, time will tell how well they wear, however.

As a brand new toy to play with the Valve Index just keeps getting better and better. As mentioned, because of all those options to tweak the fit the headset is a joy to use. Very comfortable from the outset, after playing a number of titles such as Beat Saber, Aperture Hand Labs and some Shadow Legend VR continuously I didn’t feel the need for rest or that the HMD was getting too much. This is in part due to a nice balance with a really rugged and well-padded head strap back. A VR headset will always have more weight at the front due to lenses, circuit boards and displays, there isn’t a way around that. Valve does seem to found a happy trade-off currently.

 

Valve Index

And let us not forget the screen quality.  It might not be OLED like HTC Vive but that hasn’t stopped Valve Index producing a feast for the eyes. The custom built full-RGB LCD display offers a resolution of 1440×1600 per eye (same as HTC Vive Pro) and a 120Hz refresh rate. Which to put it bluntly means Valve Index makes VR look awesome. LCD might not be as good on darker scenes as OLED, unable to generate the same black levels but so what. The screendoor effect is massively reduced, colours are bright and punchy and visuals are suitably crisp. If I’m being picky at points straight lines do come off a little jaggy which can only really be improved with even higher resolutions.

In conjunction with the display, the near-field speakers are capable of some sonic beauty so you won’t miss your headphones. I was concerned about external noise on first inspection and disappointed there wasn’t a headphone jack if I didn’t like the audio quality. Unless you’re using the Valve Index in a busy building site I wouldn’t worry, as you’ll barely notice any outside interference. Videogames like Beat Saber showcase the range, clear at the top with some decent bass – just don’t expect sub-levels! The same goes for spatial audio. For example, the elevator speaker in Aperture Hand Labs had just the right distance and hollowness for the environment.

Possibly even more impressive and certainly more fun to play with are the Valve Index Controllers. While the headset ups the ante when it comes to all the variables mentioned against competitors, it’s the controllers that make the entire system what it is and the best reason to consider purchasing. By far these are the most natural to use of any VR system – and that comes from someone who has always liked Oculus Touch – once you’ve got the fit just so (which doesn’t take too long). Aperture Hand Labs is a good place to start, being able to see the individual finger movements and test the pressure sensitivity.

Valve Index

This is all well and good when it comes to Valve’s own title but developers need to optimise their experiences as well. Thankfully, many have done so, with Owlchemy Labs’ Vacation Simulator a good example of the finger tracking tech. Shadow Legend VR shows the grip function off to great effect. I was able to actually grab the sword at my waist which made the immersion levels skyrocket, liberally swinging it and fighting opponents.

The possibilities are endless when it comes to controller dexterity. Dribble a basketball openhanded, roll a bowling ball with more realism, pick up an egg and crush it, swear at an NPC if you so wish. It’s now open season on hand movements, with the only real limit being how well developers can actually deploy these features. If there is one problem it’s not a bad one, you’ve now been spoilt and other controllers just don’t match up. Just as well, they’re certainly not cheap.

When it comes to cost and who would buy the Valve Index there’s one particular market the system is being aimed at, HTC Vive owners. In particular, those of you who’ve owned one since day one or as near as dammit. If you purchased your HTC Vive within the first 12 months of launch (even more so in the first six months), have used it most days, loved owning the headset and now want to take the next step then Valve Index is it, even more than the HTC Vive Pro I reckon. Use your old sensors and just get the headset and controllers. The 2.0 Base Stations are more suited to massive areas and VR Arcades anyway.

Valve Index

Oculus Rift users? If you’ve bought all your VR titles on Steam then yeah go for the full kit, otherwise, don’t bother. As for everyone else just entering the VR field for the first time you’re not going to appreciate what Valve Index offers, Oculus Quest is a better entry point. Unless you have a great wad of cash that’s weighing you down, in which case Valve Index it is (when you can get hold of one).

If you couldn’t tell by now I’m quite fond of Valve’s new HMD. Sure it’s expensive and most gamers aren’t going to be able to afford it and Valve knows this. Have you loved VR for years and can’t go back to pancake gaming on a screen? Then Valve Index is for you. Don’t stress that shipments won’t take place until the end of September 2019, instead use that time to save up and treat yourself to an awesome Christmas present.

Over 30 Games Optimized for Valve Index and Controllers at Launch

If you were one of the quick ones on 1st May then today should be filled with excitement as a Valve Index might be arriving on your doorstep. Announced in March followed by an official reveal in April, the Valve Index is the company’s first branded VR headset whilst introducing the new Valve Index controllers – formerly Knuckles. While the headset itself supports SteamVR – so most virtual reality (VR) videogames on Steam should work fine – Valve has released a list of titles that have been optimised for the new headset/controller setup, just over 30 in total.

Valve Index

When pre-orders went live the Valve Index could be purchased in a number of ways depending on the kit customers already had. The headset by itself, controllers as a pair, or both together (all three options suitable if you own HTC Vive). Or there was the full package with Valve Index, controllers and the new SteamVR 2.0 Base Stations.

If you bought any combination that included the controllers then you’ll want to take a look at this list. The following titles have been confirmed by Valve as optimised for the Valve Index and Valve Index Controllers:

  • Accounting+*
  • Aperture Hand Labs – Free
  • Arizona Sunshine*
  • Arizona Sunshine – Dead Man DLC*
  • Beat Saber
  • Bigscreen Beta – Free
  • Blade & Sorcery
  • Climbey*
  • Cosmic Trip*
  • COMPOUND
  • Duck Season*
  • Echo Grotto*
  • Fruit Ninja VR*
  • Fujii
  • Garden of the Sea
  • Hot Dogs, Horseshoes & Hand Grenades
  • Jet Island*
  • Job Simulator*
  • Moss*
  • Museum of Other Realities
  • Neos VR – Free
  • Onward*
  • Pavlov VR*
  • PokerStars VR – Free
  • #SkiJump
  • Shadow Legend VR*
  • Space Pirate Trainer*
  • Space Junkies*
  • SUPERHOT VR*
  • Tilt Brush
  • Trover Saves the Universe
  • Vacation Simulator
  • Vanishing Realms*
  • VRChat – Free
  • Windlands 2*

*indicates in Steam Summer Sale 2019

Valve Index

Of course, there are literally thousands of VR titles on Steam which will work with just the headset itself if that’s what you bought. There’s no doubt that plenty of developers will likely be updating their projects to work with the new controllers in the near future, and as best as possible VRFocus will update this article accordingly.

For continual updates on Valve Index hardware and software including Valve’s highly anticipated ‘flagship VR title‘ keep reading VRFocus.

Valve Index Review: Aiming For PC VR’s Sweet Spot And Pulling The Trigger

valve index

Valve Index is in a class by itself.

This is true in at least three respects:

1.) Fine adjustments to the HMD’s optics and field of view take clarity and visual comfort to levels never seen before.

2.) Basic hand signals as well as grasping and release sensations enabled by wearable hand controllers are unique to Index right now.

3.) SteamVR Tracking is now the only significant consumer-focused movement tracking system working from the outside-in on PCs.

Let’s go through those one at a time.

Fine Optical Adjustments

Oculus Quest cut the cord to enable more movement freedom in VR. Index keeps the cord while refining everything that makes high-end VR so compelling. In particular, Valve’s biggest revelation with Index is its clarity and visual comfort that is unmatched by other consumer VR headsets.

Check out a full breakdown of the Valve Index specifications here

In an original Rift or Vive, for example, you learn to point your head directly at people, objects or text. The edges of those earlier lenses catch so much light and have so many fresnel rings that if you point your eyes at something near the lens’ edge you notice the rings and light rather than the scene beyond. Index changes things. Combined with powerful, startlingly loud, off-ear speakers, I’ll call the Valve Index HMD a no-brainer upgrade from the original Vive in every respect for $500. The screen door effect — the sense that the grid pattern of the pixels is so visible that you are seeing the simulated world through a screen door — is no longer a term that makes sense.

I’ll note the LCD display’s black levels appear as shades of gray in darkened caves or tunnels. That might be a deal-breaker for some but I still prefer the Index visuals overall to those provided by any other headset I’ve tried. The lenses still catch god rays, too, but they seem reduced compared to 2016 headsets and generally disappear in bright scenes.

New PC VR buyers

For new buyers trying PC VR the $1,000 full Index VR Kit (controllers, tracking base stations and HMD) sits at the top of the field versus Rift S at $400.

After living with both Rift S and Index at my fingertips for the last month — as well as HP Reverb — I can say I’ve enjoyed my time with Index more than the others. Of course, I said as much weeks ago. What you’ve probably come here for then is an answer to the question of whether Index is $600 better than Rift S (and Oculus Quest)?

Most people will be satisfied with a Rift S that has easy setup and a nice fit. Still, the extra $600 is going to be worth it for a segment of buyers. The value of the new Index controllers and the interactions it enables remains an unknown at launch, which further complicates my answer.

New Controllers Mean More Verbs

The Index controllers do for 2019 what SteamVR Tracking did for the Vive in 2016 — they offer a fledgling new market for developers to explore and experiment in partnership with early adopting buyers. In April 2016 it was room-scale freedom of movement and hand controllers with rudimentary grip buttons. In 2019, Valve is unleashing a new wave of PC-based experimentation centered around the Index controllers.

Grasping, releasing, throwing, shaking hands, throwing a peace sign or flipping a bird — these verbs take on new, more natural and intuitive meanings with the Index controllers. The hand controllers exist in a space between the open air interfaces of Leap Motion and HoloLens and the haptically-enhanced approach of hand controllers and gloves. It is interesting, new and developers are still figuring out how best to implement these new verbs.

While Vive-compatible apps generally work on Index fine, and there are community-generated bindings available, this is no match for developer support of the controllers. There is a range of implementations and developers continue to update compatibility. Gripping the edges of a ledge with your fingertips in Blade & Sorcery is something incredible the developer rolled out just this week, for instance, while the impressive tech demo Aperture Hand Lab is forced into a backward compatibility mode for Oculus Touch controllers because its incredible handshake scene would essentially be broken without it. H3VR doesn’t represent hands at all, for example, while Vacation Simulator gives you nice fluffy fingers with which to throw around virtual objects.

With the Index controllers the journey in VR begins with your hands resting at your sides — fingers open and not gripping anything. There’s the constant reminder of the strap tightly looping on either side of your knuckles, but once you’re wearing the controllers it flips the current interaction paradigm of VR on its head. Your interaction with a virtual world doesn’t have to begin by actively gripping a controller.

This is a new path for VR input available to developers meant to build on the best of the controllers that came before it.  We have yet to see broad support for these Index controllers, though, or a must-have application at launch that defines its new interaction paradigm. Is it worth $279? That’s a value proposition that’s changing with each new developer supporting the controllers.

Is SteamVR Tracking A Tax Or Freedom? 

The short history of PC VR since 2016 is that, in April 2016, Valve’s ”lighthouse” tracking technology shipped with the HTC Vive headset and its controllers. This elegant and innovative system depends on non-visible lasers spinning like lighthouses from opposing corners of the room to pinpoint the position of a headset and its controllers. Facebook shipped Oculus Rift at practically the same time in 2016 with a non-tracked gamepad and mostly seated gameplay while supplying some developers with early tracked Touch controllers. Only in December of that year did Facebook finally ship those controllers and it took until April of 2017 for the company to fully support 3-sensor 360-degree setups — essentially matching the feature set Vive supported out of the box a year earlier.

These systems had one big difference though — each additional Oculus sensor required an extra USB port on the PC. The original SteamVR Tracking used one or two stations which only needed to be plugged into power to track objects. Valve Index 2.0 base stations sell for $150 each and it is essential you have at least two. This system, though, is expandable up to four base stations “creating a larger play area while reducing occlusion.” We have yet to test this expanded scenario, but I set up a pair of 2.0 base stations quickly and at a further distance from one another than the first generation and then mostly forgot about them.

Conclusion: Steam Libraries Have A New Pro Setup

Oculus Rift S essentially erases the cost and setup of external tracking hardware by mounting five cameras on the latest PC-powered headset made by Lenovo. We’ve had several requests to try Echo Arena in Revive, for instance, and we haven’t had a chance to try it yet. As I drafted this review Rift S received a tracking update in its public test channel too. This means that comparing the quality — and value of these tracking systems — is going to be an ongoing task for us.

The difference in price between Rift S and Index is vast, but so is the experience. I’ll have to end this, then, by turning the $600 question around on you — how much time are you going to spend in VR and how important is it to you that time be spent in a headset offering the most comfort and highest fidelity available in 2019?

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Video: H3VR Gets Valve Index Controller Support

Valve Index Hand Grip Fingers Analog Stick

There’s a moment in Hot Dogs, Horseshoes & Hand Grenades where I pick up a lighter and slide my thumb forward over the controller’s thumbpad button to flip open the metal lid. I slide my thumb back across the pad to light it.

The interaction is a quick one in a 6-minute video I captured (embedded above or here on YouTube) over the weekend testing the new Index controller update for the Early Access game from RUST LTD. H3VR originally launched back in April 2016 and is among the most popular single-player VR games on Steam. In the three years since its initial early access release developers issued 72 updates, with the latest arriving last Friday and bringing Valve Index controller support.

You can see the lighter moment at around 20 seconds into the video.

H3VR Index Support

In the latest build, H3VR assigns some object interactions to the thumbpad button on the front of each Index controller. Pressing the left side of the button, for instance, can change the firing mode of a gun. Press the bottom of the button to eject a magazine. This is the same way H3VR is designed to work with the large touchpads on the original HTC Vive wands. Dropping and throwing items, though, is done more naturally with the Index controller by releasing grasp of the whole controller, including the trigger. Pull the trigger alone to pull a pin from a grenade, even though it is tempting to try and pinch with the thumb across the pad — it is not necessary.

For those practiced with earlier computer systems — even other VR controllers — the interactions in H3VR can take a few minutes to understand and learn. Once these gestures were learned with the Index controllers, though, whether ejecting a magazine, racking a shotgun, loading a revolver, pulling a pin or throwing a ball —  they felt easy and empowering. Though I opened the lighter with my thumb, I could have flicked my wrist to open it too. There are other ways to interact with these objects too that I didn’t discover in the video above.

We posted a preview of the Valve Index headset but are respecting Valve’s embargo of June 28 for a full review as major updates are expected between now and then. The H3VR update, for example, represents another popular app getting formal support for the new controllers.

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Unboxing the Valve Index!

It has certainly been a year of virtual reality (VR) surprises, especially when it comes to hardware. One of the biggest came from Valve, with the company unveiling the Index headset in March. The revelations continued when VRFocus got some hands-on time with the head-mounted display (HMD) and it instantly impressed thanks to a number of features. In the run-up to launch VRFocus is going to have plenty more Valve Index coverage coming, but for now, here’s a teasing unboxing video to whet your appetite.

Valve Index

As you’d expect from Valve and for a kit retailing for £919.00 GBP/$999 USD, presentation is everything. There are no cheap materials here, with a solid cardboard exterior and a dual layer design. Up top and nicely snuggled into their own cutouts are the Lighthouse Base Stations 2.0, the rather gorgeous Valve Index Controllers (Knuckles was much catchier), and of course the headset itself, with a small box containing the quick setup guide locking the HMD in place.

Underneath is cable central, with power adaptors for the headset as well as one each for the Base Stations. There are USB-C cables for the controllers and wall mounts for the Base Stations. As you’ll notice in the video below on first inspection VRFocus couldn’t quite work out what the soft squidgy thing in the centre was. After creating the video we suddenly realised what it was, a cushion for the back of the headstrap. Not so much for comfort – Valve Index is already comfortable – but for those with small heads to give a decent fit.

As VRFocus has previously reported, Valve Index has been designed with high fidelity and maximum VR awesomeness in mind. Which is why it isn’t cheap or trying to pander to entry-level consumers. It’s a premium product that’s dressed to impress.

Valve Index

A full review will be coming in due course but for now, take a look at the video or read our hands-on. Demand has already proven to be high. Customers who got their orders in on day one will be applicable for the original 28th June shipping date. If you order now you’ll have to wait until September.

VRFocus will continue its coverage of Valve Index, reporting back with the latest updates.

Valve Index Interest High as Shipping Dates Slip Into August and September

Interest in the Valve Index was always going to be massive and that seems to have been proven only a day after pre-orders went live. Head on over to the headset’s Steam pre-order page and you’ll notice a little change from yesterday, the shipping dates how now changed, with several months having been added to certain items (for the UK at least).

When Valve Index pre-orders went live yesterday each item was given a shipping date of 28th June 2019. That first batch of pre-orders has now obviously sold through, extending the dates further. The most notable is for the entire Valve Index VR Kit retailing for £919 GBP ($999 USD) which has seen the date slip by 3 months to 30th September 2019. Slightly less dramatic is the headset and controller bundle for £689, with a new shipment date of 31st August. It certainly seems that even with these prices customers haven’t been put off – although it’s unclear how much stock Valve had allocated in the first place.

Apart from the two main kits, the headset by itself now has a 31st July date, while both the Valve Index controllers and the 2.0 Base Stations remain unchanged from 28th June. So if you thought to wait until the end of next month was long then you’re going to need to be even more patient.

Designed for high-fidelity virtual reality (VR) gaming, the Valve Index is being firmly marketed towards those who already love VR and want an even better experience. Featuring a custom built full-RGB, fast switch, LCD display which has a resolution of 2880×1600 (1440×1600 per eye) and a 130 degree FOV, the device also includes near-field off-ear speakers, manual IPD adjustment, an integrated ‘eye relief’ knob, anti-microbial fabric for cleanliness and a front trunk ( called ‘Frunk’) which will support additional USB 3.0 devices.

Valve Index

And rather teasingly, Valve has also confirmed a ‘flagship VR title‘ will be revealed later this year, supporting all SteamVR compatible headsets.

With that delay, it looks like only a few lucky early adopters will be able to make use of the Viveport Infinity offer, which allowed new Valve Index users to get 2 months free when they subscribed, as the deal is only available until 30th June.

VRFocus will continue its coverage of Valve Index, reporting back with the latest updates

Valve Index Pre-orders now Live; Shipping begins 28th June

Yesterday the Valve Index was officially announced finally. While a few details were leaked previously, Valve still managed to keep the real chunk of information secret. Today, the headset and the various parts of the kit are now available to pre-order, with a shipping date now confirmed.

Valve Index

Buying the Valve Index isn’t completely straight forward where you purchase one device and away you go. Valve has taken a similar approach to when Sony Interactive Entertainment (SIE) launched the PlayStation VR, offering a range of options depending on the kit customers already owned.

First and foremost it comes down to whether you own an HTC Vive. If you don’t then you’ll need the entire Valve Index VR Kit which retails for $999 USD/$919 GBP. For this price you get:

  • Valve Index Headset
  • Integrated Headphones
  • Headset Cable
  • Headset Connection Cable with DisplayPort 1.2 and USB 3.0 Connections
  • Headset Power Supply
  • Regionalized Headset Power Adapter(s)
  • Headset Cradle Adapter (for smaller heads)
  • Headset Face Gasket
  • 2 Controllers, Left and Right
  • 2 USB Controller Charging Cables
  • 2 SteamVR 2.0 Base Stations
  • 2 15 ft (4.5 m) Base Station Power Cables
  • 2 Base Station Stands with Mounting Hardware
  • Regionalized Base Station Power Adapter Plug(s)
  • Cleaning Cloth

You’ll also need a compatible PC which needs a Dual Core CPU with Hyper-Threading, 8GB RAM and either an NVIDIA GeForce GTX 970+ or AMD RX480+ GPU as a bare minimum.

Valve Index

For those that have an HTC Vive then the choice is wide open. Valve Index and the Valve Index Controllers support the older 1.0 Base Stations, so there is a headset and controller kit for $749.00/£689.00. Or if you just want to upgrade your headset then that costs $499/£459 by itself. Do be aware that buying the items bit by bit will cost a little more, coming in at $1,076/£996.

VRFocus was lucky enough to get some hands-on time with Valve Index and left very impressed. Valve isn’t looking to coerce new players into VR, it wants to offer VR fans an awesome piece of kit; the Index looks to be just the device to do that.

Valve has also teased a ‘flagship VR title‘ is in the works and expected later this year. VRFocus will continue its coverage of Valve, reporting back with the latest announcements.

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.