Valve Unveils the Index VR Headset — It’s a Bit Pricey

Following last month’s tease, Valve officially announced the Valve Index … a “high-fidelity” virtual reality headset with impressive specs, cool new controllers, and $1,000 price tag.

To Valve, they are putting fidelity first. According to their site: “We’ve pushed visual, audio, and ergonomic technologies to create the best-in-class VR experience.”

The headset’s dual 1440×1600 RGB LCDs provide 50% more subpixels than OLED, resulting in greater sharpness for the same rendering cost. In addition, the fill-factor is three times better than OLED, greatly reducing the “screen door” effect. The Valve Index Headset runs at 120Hz with full back-compatibility to 90Hz as well as an experimental 144Hz mode. Higher frame rates improve realism and optical comfort, allowing longer and more comfortable play sessions. The headset’s displays have a reduced illumination period of 0.330ms to 0.530ms (framerate dependent) which allows imagery to remain just as sharp when your head is in motion as when you’re standing still. This is a five times improvement over first-generation PC VR HMDs. It also has built-in stereo headphones that are off-the-ear to provide a more natural soundstage for VR applications.

The Index headset is controlled by the new Index controllers. Valve Index Controllers let you reach out and grab an object directly rather than relying on abstractions like triggers (hold up two fingers to make the peace sign or drop objects by just opening your hand just like in real life). Each controller uses 87 sensors to track hand position, finger position, motion, and pressure to determine user intent. All of these signals, combined with fine-tuned software and algorithms, give us a better understanding of how a player is holding and using the controllers. Enabling natural and accurate open-handed throwing was a high priority for the team, and “we used every sensor at our disposal.” Optical and motion sensors provide velocity and trajectory, capacitive and force sensors help determine the intended release point, and the fine-tuned algorithms and software bring it all together into a usable input/output. The end result is an intuitive and natural-feeling throw. The hand strap allows you to open your whole hand to drop or throw an object. This strap is easy to secure, and it adjusts at three points to fit a wide variety of hands so you can focus on the game, and not hanging onto your controller (and since these controllers are worn instead of held, during a play session you can take breaks by fully relaxing your hands because they don’t need to constantly grip the controllers). As with all Valve Index hardware, the controller straps are made with an antimicrobial, moisture-wicking, and easy-to-clean fabric.

The controllers (which sell for $279 USD per pair) can be purchased separately, as can the $149 USD base stations. Vive owners with Vive controllers and the original base stations can opt to upgrade to the Index headset by itself for $499 USD.

The full Valve Index kit comes with the headset, two controllers, and a pair of base stations for $999 USD. That price tag makes the package seem like it’s not an entry-level VR setup, but rather more for people who’ve tasted what virtual reality has to offer at the lower levels and want to take the next step.

Hit up the official website for more information on the Valve Index and to pre-order yours.

Written by
A survivor of the 16-bit console wars, fan or horror films, and pro-wrestling. Lover of all things Sega.

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