Valve Index! The best for gaming users

Valve Index! The best for gaming users 



Gaming company Valve pioneered VR as we know it today, creates a state-of-the-art tracking system and updates many headsets. It uses the popular SteamVR platform, and is integrated with HTC in the Vive system. But it didn't actually produce a VR headset. That changes with Valve Index: a high-end, PC-tethered headset that starts shipping today.








Valve Index is special and expensive even for VR levels. It costs $ 999, which is more than double the $ 399 Oculus Rift or $ 499 HTC Vive. Like those programs, you will need a gaming PC to use it. If you need ease of use and portability, it is not the right choice. You can find headsets with high resolution or wide view fields. But for people who spend a lot of time in VR, it offers solid visibility, thoughtful hardware design, and the coolest VR controllers on the market.





VERGE SCORE 8

OUR REVIEW VALVE INDEX



GOOD STUFF

Good renovation and viewing platform

Free, easy-to-use headset

Awesome administrators

BAD THINGS

It's too expensive

Setting up a light house is not easy

Still tied to PC

Buy for $ 999.00 from Steam

The Index uses the same “Lighthouse” tracking system as the Vive, so it sends through two laser-emitting base channels that you will need to mount at the opposite corners of your play space. These are second-generation base stations, and Valve promises a few more benefits than Vive's 1.0 backups - in particular, an extended sale range of up to 10 to 10 meters if you use four of them. If you already have a Vive, you can save $ 250 by using its 1.0 channels, but I haven't personally tried that combination.



THE LIGHT SYSTEM MAKES A LOT OF FUN, BUT IT IS STILL NOT ALLOWED

I've had fewer problems syncing with basic 2.0 channels than the 1.0 models, but it's still a hassle to set up, especially as Microsoft and Oculus have moved to better pre-installed cameras, completely eliminating that setup. Valve has spent a lot of time carefully planning its base station design, and the Index is intended for people who have used these complex systems for years, so it makes sense to stick to Lighthouse. But for anyone just getting into the Valve system, it’s a disappointing obstacle.



Moreover, in normal home use, the new Lightshouses did not offer a much better feeling than the Oculus tracking on the inside. I can totally reach my back without fear of losing track, but that is a very unusual situation. And tracking has never been flawed - regulators have occasionally been swept away for no apparent reason, though they often recover quickly.







A few features of the Index seem to be designed for engineers. There are two front-facing cameras that can show you the outside world, but that is not enough to prove extra weight. So when Valve says it can also be used for computer vision testing, that makes a lot of sense. The front features a small compartment (officially called “frunk”) with a Type-A USB port, so tinkerers can connect to other devices.

But the Index also accepts some of the best design elements from other headsets. It features a well-fitted helmet, which is lined with a durable rear helmet, similar to the other HTC Vive headband. You can adjust the distance between the lenses to get the best focus, which is the best feature Oculus has removed from the Rift argument. Dialing allows you to change the distance between your eyes and lenses, giving you more control over the image.



Some people won't need these features - I'm usually good with fixed headsets - but they do help fulfill Vive's promise to give a better feeling to a larger number of users. The design of the integrated strings just sounds fun. Headsets aren’t the easiest thing I’ve ever tried, but I felt right after an hour or so in VR.



Like several other companies, Valve is also experimenting with audio systems designed for the speaker. The Index has two speakers that look like headphones, but they stay about an inch away from your ears, producing sound without pressing your head. That’s a lot more comfortable in long VR sessions, and it sounds richer and more realistic than Oculus Rift or speakers made for Quest cables.







These headsets all share one basic problem, however: everyone can hear exactly what you are doing from a few feet from there. I am willing to accept that sacrifice for a cheap product, and you can always add your headphones to the Index. But since the Index is a top-of-the-line system aimed at people looking for a great, great sporting experience or working in professional settings, I would like Valve to look for a less ambiguous solution.



The Index does not make any hypocrisy in terms of vitality, style, or minimalism. A large black, attention-grabbing protective helmet covered with dials and slides. The front features a small RoboCop-like piece of glossy plastic, which you can pull out to expose the frunk. It’s not my favorite beauty, and with its two cameras, it shares Rift S.’s “sad and highly sophisticated robot” But Valve is more than forgiving of its size. And while the design may be counterfeit, it certainly does not look or sound cheap - though that should be taken lightly at a $ 1,000 headset.



I’ve written before about new unique but outstanding functional Valve controls. Index controls (formerly known as “Knuckles”) are strapped to your hands instead of being held, and they look more like a sci-fi weapon than a remote or gamepad. The middle stock detects the movement of each finger and presses pressure, and its sensors can tell when your hands are close - but not quite touching - the controller. The top traditional section above includes an analog stick, two face buttons, and a small trackpad groove.



When Index controllers are used properly, they can feel incredibly natural because you are able to open and close your hand naturally

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