1 00:00:00,000 --> 00:00:02,160 DEVINDRA HARDAWAR: Where does VR go from here? 2 00:00:02,160 --> 00:00:04,650 Right now, there seem to be two paths-- 3 00:00:04,650 --> 00:00:08,130 the portable and self-contained VR headsets like the Oculus 4 00:00:08,130 --> 00:00:10,230 Quest, or the slightly bigger ones 5 00:00:10,230 --> 00:00:12,420 that connect to your PC or your game console, 6 00:00:12,420 --> 00:00:15,030 like the Oculus Rift and Playstation VR. 7 00:00:15,030 --> 00:00:17,750 Valve is clearly betting on the second way with the Index, 8 00:00:17,750 --> 00:00:19,450 its first VR headset. 9 00:00:19,450 --> 00:00:21,000 It crams in just about every feature 10 00:00:21,000 --> 00:00:23,220 you'd want for high-end virtual reality, 11 00:00:23,220 --> 00:00:24,810 including some truly transformative 12 00:00:24,810 --> 00:00:26,700 finger-sensing controllers. 13 00:00:26,700 --> 00:00:30,300 It's just too bad the entire Index package costs $1,000, 14 00:00:30,300 --> 00:00:32,220 putting it out of reach for most people. 15 00:00:32,220 --> 00:00:33,450 But maybe that's the point-- 16 00:00:33,450 --> 00:00:36,097 it's a boundary-pushing headset meant to keep the VR 17 00:00:36,097 --> 00:00:37,030 industry from getting stale. 18 00:00:37,030 --> 00:00:38,240 [THEME MUSIC] 19 00:00:38,240 --> 00:00:42,950 20 00:00:42,950 --> 00:00:44,770 But before we get to the Index itself, 21 00:00:44,770 --> 00:00:46,900 we have to talk about the controllers. 22 00:00:46,900 --> 00:00:48,490 Valve has been testing them for years 23 00:00:48,490 --> 00:00:50,260 under the codename Knuckles, which 24 00:00:50,260 --> 00:00:53,350 refers to their key feature, finger-tracking. 25 00:00:53,350 --> 00:00:55,210 They don't look anything like the Oculus Rift 26 00:00:55,210 --> 00:00:57,550 or HTC VIVE's motion game pads. 27 00:00:57,550 --> 00:00:58,960 Instead of just holding them, you 28 00:00:58,960 --> 00:01:01,030 have to slide your fingers under a microfiber 29 00:01:01,030 --> 00:01:03,490 strap which secures a controller to your hand. 30 00:01:03,490 --> 00:01:05,740 They rely on 87 sensors to track your finger 31 00:01:05,740 --> 00:01:08,140 movements, which also opens the door for new types 32 00:01:08,140 --> 00:01:09,550 of VR interactions. 33 00:01:09,550 --> 00:01:11,260 Games can tell if you're holding your thumbs up 34 00:01:11,260 --> 00:01:13,180 or if you're just waving to another character. 35 00:01:13,180 --> 00:01:15,190 The mere act of grabbing and holding things in VR 36 00:01:15,190 --> 00:01:17,680 feels more believable with the Index controllers 37 00:01:17,680 --> 00:01:19,810 since you're actually gripping them with your hands. 38 00:01:19,810 --> 00:01:21,560 There's also pressure sensitivity, 39 00:01:21,560 --> 00:01:24,160 which lets games detect when you're gripping extra hard. 40 00:01:24,160 --> 00:01:27,010 Better haptic support also gives you the sensation of touching 41 00:01:27,010 --> 00:01:28,630 and holding objects, as well. 42 00:01:28,630 --> 00:01:31,360 None of that was possible with earlier VR game pads 43 00:01:31,360 --> 00:01:33,550 since they just had a single grip button for opening 44 00:01:33,550 --> 00:01:34,870 and closing your hands. 45 00:01:34,870 --> 00:01:36,790 As you can imagine, having true finger-tracking 46 00:01:36,790 --> 00:01:39,400 goes a long way towards improving VR presence, 47 00:01:39,400 --> 00:01:41,770 or the sense of being transported to a virtual world 48 00:01:41,770 --> 00:01:43,300 while you're wearing a headset. 49 00:01:43,300 --> 00:01:44,980 Beyond just seeing where your fingers are, 50 00:01:44,980 --> 00:01:46,360 the Knuckles controllers also have 51 00:01:46,360 --> 00:01:49,630 an analog stick, two face buttons, a trackpad, 52 00:01:49,630 --> 00:01:51,620 and of course, a trigger button. 53 00:01:51,620 --> 00:01:53,740 They're backwards compatible with every game that works 54 00:01:53,740 --> 00:01:54,940 with the VIVE's controllers. 55 00:01:54,940 --> 00:01:56,390 But it's up to developers to build 56 00:01:56,390 --> 00:01:58,120 in finger-tracking support. 57 00:01:58,120 --> 00:01:59,710 So far that only includes a handful 58 00:01:59,710 --> 00:02:01,240 of games like "Space Pirate Trainer," 59 00:02:01,240 --> 00:02:03,340 "Arizona Sunshine," and "Superhot." 60 00:02:03,340 --> 00:02:05,530 But hopefully more will follow as devs get their hands 61 00:02:05,530 --> 00:02:07,120 on the new controllers. 62 00:02:07,120 --> 00:02:08,919 And even though they're debuting with the Index, 63 00:02:08,919 --> 00:02:10,970 the game pads are also compatible with the VIVE 64 00:02:10,970 --> 00:02:12,040 and VIVE Pro. 65 00:02:12,040 --> 00:02:15,670 You'll just have to shell out $279 to grab them separately. 66 00:02:15,670 --> 00:02:18,100 As for the Index itself, it doesn't really look that much 67 00:02:18,100 --> 00:02:19,700 different than the Rifter VIVE. 68 00:02:19,700 --> 00:02:20,980 But there are some notable upgrades 69 00:02:20,980 --> 00:02:22,460 once you dig a bit deeper. 70 00:02:22,460 --> 00:02:24,580 There's a huge emphasis on comfort here. 71 00:02:24,580 --> 00:02:26,500 The head strap is easy to put on and you can 72 00:02:26,500 --> 00:02:28,060 secure it by turning a dial. 73 00:02:28,060 --> 00:02:30,100 There's no awkward Velcro to fight with like you'd 74 00:02:30,100 --> 00:02:31,840 find on the Rift and VIVE. 75 00:02:31,840 --> 00:02:33,370 A generous amount of plush cushioning 76 00:02:33,370 --> 00:02:35,560 surrounds the eyepiece and rear head strap. 77 00:02:35,560 --> 00:02:37,810 And instead of putting you in contact with bare foam, 78 00:02:37,810 --> 00:02:40,210 they're covered in a breathable microfiber cloth. 79 00:02:40,210 --> 00:02:42,550 There's also a dial to adjust the distance of the lenses 80 00:02:42,550 --> 00:02:44,830 to your eyes, which is particularly helpful 81 00:02:44,830 --> 00:02:46,120 if you're wearing glasses. 82 00:02:46,120 --> 00:02:47,470 And instead of headphones, the Index 83 00:02:47,470 --> 00:02:49,360 has too near field speakers which 84 00:02:49,360 --> 00:02:51,040 produce high quality sound without even 85 00:02:51,040 --> 00:02:51,940 touching your ears. 86 00:02:51,940 --> 00:02:54,370 The Valve claims it wanted to make a headset that you could 87 00:02:54,370 --> 00:02:55,960 wear for hours without feeling fatigued, 88 00:02:55,960 --> 00:02:57,950 and it seems like they succeeded. 89 00:02:57,950 --> 00:03:00,140 The Index feels well-balanced on my head with none 90 00:03:00,140 --> 00:03:01,480 the front heaviness that annoyed me 91 00:03:01,480 --> 00:03:03,880 on the wireless Oculus Quest. 92 00:03:03,880 --> 00:03:05,800 Valve also crammed in as much high-end tech 93 00:03:05,800 --> 00:03:07,450 as it could inside the Index. 94 00:03:07,450 --> 00:03:12,400 It features two RGB LCDs running at 1440 by 1600 pixels each. 95 00:03:12,400 --> 00:03:14,040 Instead of the lower resolution OLED 96 00:03:14,040 --> 00:03:15,850 panels on first-gen headsets. 97 00:03:15,850 --> 00:03:19,270 Valve says its LCDs feature 50% more subpixels, which means 98 00:03:19,270 --> 00:03:21,010 they'll look even sharper than an OLED panel 99 00:03:21,010 --> 00:03:22,330 with the same resolution. 100 00:03:22,330 --> 00:03:24,490 Unfortunately, you'll lose the inky blacks you'll typically 101 00:03:24,490 --> 00:03:26,680 find in OLED, but the overall improvement 102 00:03:26,680 --> 00:03:27,670 here seems worth it. 103 00:03:27,670 --> 00:03:31,550 The new displays can also run at 120 hertz or 144 hertz, 104 00:03:31,550 --> 00:03:33,550 a huge leap beyond the 90-hertz refresh rate 105 00:03:33,550 --> 00:03:35,590 we've seen on most headsets. 106 00:03:35,590 --> 00:03:37,930 A higher refresh rate means your VR experience will simply 107 00:03:37,930 --> 00:03:39,790 look smoother, assuming your computer 108 00:03:39,790 --> 00:03:42,610 can actually reach the higher frame rates they require. 109 00:03:42,610 --> 00:03:45,760 The Oculus Rift S, the company's most recent halfhearted stab 110 00:03:45,760 --> 00:03:47,860 at a PC headset, actually scaled down 111 00:03:47,860 --> 00:03:50,440 its refresh rate to 80 hertz from the original Rift's 90 112 00:03:50,440 --> 00:03:51,400 hertz. 113 00:03:51,400 --> 00:03:53,890 While Oculus was more focused on making its tech cheaper 114 00:03:53,890 --> 00:03:56,110 and easier to consume, Valve is taking 115 00:03:56,110 --> 00:03:58,210 the exact opposite approach. 116 00:03:58,210 --> 00:04:00,730 The Index also offers far better image persistence 117 00:04:00,730 --> 00:04:02,260 than first gen headsets. 118 00:04:02,260 --> 00:04:03,790 Everything you see will still look sharp 119 00:04:03,790 --> 00:04:05,410 when you're moving your head around, something 120 00:04:05,410 --> 00:04:07,060 you're always doing in VR. 121 00:04:07,060 --> 00:04:09,550 Most noticeably, Valve bumped the Index's field of view 122 00:04:09,550 --> 00:04:13,270 to 130 degrees, 20 degrees more than other consumer VR 123 00:04:13,270 --> 00:04:14,320 headsets. 124 00:04:14,320 --> 00:04:15,970 That means even more of the virtual world 125 00:04:15,970 --> 00:04:17,079 will envelope you. 126 00:04:17,079 --> 00:04:19,089 You won't get any of the periscope effect you find out 127 00:04:19,089 --> 00:04:21,610 cheaper headsets, which makes it seem like you're only peeking 128 00:04:21,610 --> 00:04:23,600 into VR through tiny windows. 129 00:04:23,600 --> 00:04:25,420 Upfront the Index has two cameras 130 00:04:25,420 --> 00:04:27,640 and a notch with a USB 3.0 port hidden 131 00:04:27,640 --> 00:04:29,100 underneath the face plate. 132 00:04:29,100 --> 00:04:32,080 Valve calls this the frunk, an accessory slot that developers 133 00:04:32,080 --> 00:04:33,460 can use however they see fit. 134 00:04:33,460 --> 00:04:36,490 Reality Instruments is already using it to add LCD displays 135 00:04:36,490 --> 00:04:37,870 to the front of the Index. 136 00:04:37,870 --> 00:04:39,880 For all of its whiz-bang new features, 137 00:04:39,880 --> 00:04:41,830 the Index is still a wired PC headset that 138 00:04:41,830 --> 00:04:43,450 relies on external sensors. 139 00:04:43,450 --> 00:04:46,060 That means it still has made the downsides of the VIVE. 140 00:04:46,060 --> 00:04:48,730 Setup is a chore since you still need to find a high location 141 00:04:48,730 --> 00:04:50,350 for the two base stations and you 142 00:04:50,350 --> 00:04:52,270 need to plug the headset into a display port 143 00:04:52,270 --> 00:04:54,190 USB 3.0 and power connection. 144 00:04:54,190 --> 00:04:57,040 Thankfully, Valve made the cable detachable so you can remove 145 00:04:57,040 --> 00:04:58,660 the Index headset while leaving the plugs 146 00:04:58,660 --> 00:05:00,320 connected to your computer. 147 00:05:00,320 --> 00:05:01,780 Once everything is plugged in, you also 148 00:05:01,780 --> 00:05:03,220 have to draw a boundary around your play 149 00:05:03,220 --> 00:05:05,140 space for room-scale gaming. 150 00:05:05,140 --> 00:05:06,730 And if you're low on space, you can still 151 00:05:06,730 --> 00:05:08,350 use it in seated or standing mode, 152 00:05:08,350 --> 00:05:11,380 though that will limit you from playing some room-scale titles. 153 00:05:11,380 --> 00:05:13,340 Since the Index is a Steam VR headset, 154 00:05:13,340 --> 00:05:15,790 the entire setup process is the same as the VIVE's. 155 00:05:15,790 --> 00:05:17,170 The only difference is I manually 156 00:05:17,170 --> 00:05:20,500 had to enable the 120-hertz refresh rate in its settings. 157 00:05:20,500 --> 00:05:22,870 So how well does the Index actually work? 158 00:05:22,870 --> 00:05:25,450 I've tested every major VR headset, including most 159 00:05:25,450 --> 00:05:28,000 of the flagship Windows Mixed Reality offerings, 160 00:05:28,000 --> 00:05:29,650 and nothing comes close. 161 00:05:29,650 --> 00:05:31,660 Valve has crafted a headset that's comfortable 162 00:05:31,660 --> 00:05:34,060 while also delivering the most immersive virtual reality 163 00:05:34,060 --> 00:05:35,770 experiences I've ever seen. 164 00:05:35,770 --> 00:05:38,620 Partially, that's due to the tech crammed into the headset, 165 00:05:38,620 --> 00:05:40,750 but the new controllers play an even bigger role. 166 00:05:40,750 --> 00:05:42,470 Running through the hilarious aperture Hand Lab 167 00:05:42,470 --> 00:05:45,240 demo instantly sold me on finger-tracking. 168 00:05:45,240 --> 00:05:46,770 It starts with some simple gestures 169 00:05:46,770 --> 00:05:48,660 like waving at a smart aleck robot, 170 00:05:48,660 --> 00:05:50,220 but quickly escalated into a game 171 00:05:50,220 --> 00:05:53,130 of Rock-paper-scissors and an awkward handshake competition. 172 00:05:53,130 --> 00:05:54,750 Throughout the experience, I wasn't focused 173 00:05:54,750 --> 00:05:56,190 on pressing any buttons. 174 00:05:56,190 --> 00:05:58,170 It all centered on how my hands and fingers were 175 00:05:58,170 --> 00:06:00,030 interacting with virtual space. 176 00:06:00,030 --> 00:06:02,070 The addition of finger-tracking also made "Superhot," 177 00:06:02,070 --> 00:06:04,200 my favorite VR title, even better. 178 00:06:04,200 --> 00:06:06,150 Now grabbing guns out of the enemy's hands 179 00:06:06,150 --> 00:06:09,210 and throwing knives at them feels far more visceral. 180 00:06:09,210 --> 00:06:10,500 I'm still digging into the update, 181 00:06:10,500 --> 00:06:12,120 but I'm shocked by how much finger-tracking 182 00:06:12,120 --> 00:06:15,270 alone makes the game I know very well seem completely new. 183 00:06:15,270 --> 00:06:17,160 Just imagine what developers can accomplish 184 00:06:17,160 --> 00:06:19,350 when they plan for finger-tracking from the start. 185 00:06:19,350 --> 00:06:21,510 Both "Space Pirate Trainer" and "Beat Saber" 186 00:06:21,510 --> 00:06:24,570 also show off just how well the Index handles motion-tracking. 187 00:06:24,570 --> 00:06:26,040 It never lost sight of my controllers 188 00:06:26,040 --> 00:06:28,830 as I was shooting space baddies and hitting beat boxes, 189 00:06:28,830 --> 00:06:31,950 something I often have trouble with on the VIVE and VIVE Pro. 190 00:06:31,950 --> 00:06:34,950 Chalk that up to vastly improved Lighthouse sensors. 191 00:06:34,950 --> 00:06:36,600 The visual upgrades in the Index also 192 00:06:36,600 --> 00:06:39,600 make mainstay VR experiences like Google Earth and Blu 193 00:06:39,600 --> 00:06:40,950 feel much more immersive. 194 00:06:40,950 --> 00:06:42,870 I honestly felt a bit of vertigo as I 195 00:06:42,870 --> 00:06:45,510 rotated the globe beneath me and flew above gorgeous cities 196 00:06:45,510 --> 00:06:46,920 like Rio de Janeiro. 197 00:06:46,920 --> 00:06:48,930 Hopping into Street View almost felt like I was 198 00:06:48,930 --> 00:06:50,460 teleporting around the globe. 199 00:06:50,460 --> 00:06:52,770 The Index's faster refresh rate also meet everything 200 00:06:52,770 --> 00:06:54,330 I played that much smoother. 201 00:06:54,330 --> 00:06:56,070 It was most pronounced in fast-paced games 202 00:06:56,070 --> 00:06:57,540 like "Space Pirate Trainer." 203 00:06:57,540 --> 00:06:59,730 Everything just felt a bit closer to reality 204 00:06:59,730 --> 00:07:01,990 instead of just being stuck in a game. 205 00:07:01,990 --> 00:07:03,990 But even though it's the cream of the crop for high-end VR, 206 00:07:03,990 --> 00:07:06,120 there's still some room for improvement with the Index. 207 00:07:06,120 --> 00:07:08,540 For one, I'd love to see a wireless option. 208 00:07:08,540 --> 00:07:10,110 That was a huge upgrade for the VIVE, 209 00:07:10,110 --> 00:07:12,000 especially when it came to VR immersion. 210 00:07:12,000 --> 00:07:14,430 Of course I'd expect that to be even tougher with the Index's 211 00:07:14,430 --> 00:07:16,050 high-resolution screens. 212 00:07:16,050 --> 00:07:18,240 I also hope Valve moves towards built-in sensors 213 00:07:18,240 --> 00:07:20,160 eventually, though that won't be possible 214 00:07:20,160 --> 00:07:21,870 until we see an index sequel. 215 00:07:21,870 --> 00:07:24,890 Every recent VR headset has banked on internal sensors. 216 00:07:24,890 --> 00:07:27,540 They simplify setup and make it far easier to move your headset 217 00:07:27,540 --> 00:07:29,010 to another location. 218 00:07:29,010 --> 00:07:32,400 External Lighthouses inevitably trap you in a single space. 219 00:07:32,400 --> 00:07:35,340 Now for the big question, who should actually buy the Index? 220 00:07:35,340 --> 00:07:37,350 Clearly it's not meant for everyone. 221 00:07:37,350 --> 00:07:39,990 At $1,000, it's not even vaguely affordable, 222 00:07:39,990 --> 00:07:41,790 especially when other headsets like the Rift 223 00:07:41,790 --> 00:07:43,530 S and Windows Mixed Reality entries 224 00:07:43,530 --> 00:07:45,510 are going for $400 or less. 225 00:07:45,510 --> 00:07:47,940 Instead, the Index seems more like the Mac Pro-- 226 00:07:47,940 --> 00:07:50,280 an expensive and aspirational piece of gear 227 00:07:50,280 --> 00:07:52,710 meant for professionals and geeks who need the best. 228 00:07:52,710 --> 00:07:54,120 For regular folks, it's something 229 00:07:54,120 --> 00:07:56,490 to seek out the next time you're at a VR arcade. 230 00:07:56,490 --> 00:07:58,740 The Index's controllers alone are groundbreaking, 231 00:07:58,740 --> 00:07:59,940 and hopefully they'll pave the way 232 00:07:59,940 --> 00:08:01,890 for some finger-tracking competition. 233 00:08:01,890 --> 00:08:03,750 At the very least, Valve is reminding us that there's 234 00:08:03,750 --> 00:08:05,570 still a place for high-end VR. 235 00:08:05,570 --> 00:08:07,770 The Oculus Quest might be cheaper and far more 236 00:08:07,770 --> 00:08:11,040 convenient, but it'll always be limited by its mobile hardware. 237 00:08:11,040 --> 00:08:14,340 With the Index, the VR possibilities are endless. 238 00:08:14,340 --> 00:08:16,080 As always, stay tuned to Engadget for more 239 00:08:16,080 --> 00:08:17,700 news about the state of VR. 240 00:08:17,700 --> 00:08:19,740 Subscribe to our channel, like this video, 241 00:08:19,740 --> 00:08:22,200 and check out our past reviews of virtual reality headsets 242 00:08:22,200 --> 00:08:24,740 to see just how far we've come. 243 00:08:24,740 --> 00:08:43,179