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this is my vr setup and it's remained largely unchanged since the launch of

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the original htc vive back in 2016. my

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controllers and all my charging cables my headset all kind of go in here i mean

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yeah i guess i upgraded to the single tether rather than the triple one and i

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did finally do some cable management for my lighthouses actually a couple months

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back but that's it because honestly there hasn't been

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anything that i would have considered to be enough of an upgrade to actually

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invest more money in it until today

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so valve finally launched

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their index vr headset

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and while it's not available in canada yet

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i pulled some strings and managed to get my hands on one

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so time to take it for a test drive and see if it's worth a thousand us dollars

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speaking of worth it the marlin screwdriver set from ifixit features

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five specialty precision screwdrivers check it out today at ifixit.com forward

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slash Linus

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even though htc and valve split ways on the vr hardware side of things for

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obvious reasons a lot of my comparisons today are going to be against the

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original htc vive which for my purposes

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has been the best vr headset still i didn't find the vive pro to be a

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particularly compelling upgrade especially at its price and the oculus

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touch controllers with their index finger presence didn't really add enough

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to any of my game experiences to find them worthwhile especially in light of

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the fact that to get a large play area like i have

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i would need to add extra camera sensors and that sort of thing

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so let's go ahead and do the definitely fresh first time ever unboxing

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experience so the first thing that's new in here is of course the steamvr

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basestation 2.0 so these use their new tracking method that allows a 10 by 10

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meter play area versus a 5 by 5 meter play area

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not that i have room for that necessarily and should theoretically be

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more reliable and quieter because they only have one spinning motor versus two

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spinning like laser arrays that help track within the room

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so physically compared to the old lighthouses

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the most notable things are the wider field of view the smaller size

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and of course the lack of any type of support for a synchronization cable

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right here but with that said unless you need to take

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advantage of the wider play space or you want to be able to use more than just a

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couple of lighthouses for like warehouse scale vr there's actually no compelling

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reason as far as i've found yet to upgrade from these to these unless like

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me you're looking to flip your old vive as a complete kit and upgrade entirely

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to the new steamvr 2.0 compatible gear

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with your index headset one really nice thing about the new lighthouses is that

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they're actually a drop-in replacement

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so you can use everything from your existing mounts to your existing cables

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to get it running with that said i'm probably going to have to replace this

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power adapter eventually because as part

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of the process of selling my old vibe they're actually going to need this power brick because it's rated for about

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three times the power output of the new one that comes with the index

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all right now let's talk about the new headset because

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arguably this is where the biggest upgrade that most

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people will care about is happening the valve index is equipped with a number of

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things that are a significant upgrade over the original vive in here is the

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vast majority of the tech that compelled me to upgrade so some of the stuff i

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don't care about quite so much so it's got these near field flat panel speakers

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that are kind of you can see they're adjustable this way and they can go up

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and down so these are meant to sit kind of near your ears you can tell they're

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at a bit of an angle so they fire directly into your ear canal they've got

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interpupillary distance adjustments right here

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this is a cool one so this knob on the back actually lets you adjust how close

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or how far the lenses sit from your eyes we'll play around with that a little bit

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later and oh right here at the front you've

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got a couple of cameras this time around it's going to come down to game developers how this ends up getting used

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and then behind the front here maybe we can do this peel whoop

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there we go okay behind the front panel here we've got an expansion bay that has

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a usb 3 port so this could be used for any number of things um smell accessory

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um you know maybe like a hand presence module from someone like

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magic leap for example the biggest thing for me though

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is right here so we've got two 1600 by

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1440 lcd displays that perhaps even more

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importantly than their increase in resolution run at

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120 hertz versus 90 hertz on the original vive and valve is even offering

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an experimental 144 hertz mode so i am expecting that to

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decrease motion sickness for my wife and then i am also expecting it to improve

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the overall smoothness and realism of the virtual experience now

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one other thing that i was sort of on the fence about was of course i

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mentioned it's an lcd display rather than an OLED display but valve is

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pitching this as a benefit so they seem to think the black levels are still good

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enough and you get reduced screen door effect because instead of using a

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pentile matrix you've got full RGB subpixels for each pixel let's see how

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that works out oh yeah right there's one other big thing the lenses you can tell

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just looking at them the manufacture of the lenses is much more complex and

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we've got much finer concentric circles going around them i'm hoping this will

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result in less distortion in spite of the indexes significantly wider field of

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view than the original vive now valve isn't actually quoting a specific field

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of view on this headset and it seems to be because when you adjust it with the

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knob right here it actually changes but they are saying it's quite a bit wider

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than the original vive comfort wise

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honestly it's a bit of a mixed bag for me right out of the gate now i was

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always a fan of the uh the strap system of the

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original vive rather than the kind of the the headset system of the rift and

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the vive pro but i think with a certain amount of

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adjustment here on the top and at the back it should be all right a

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couple of other nice things comfort wise is that if you don't manage to dial it

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in valve actually provided 3d models so you could theoretically go ahead and

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print your own magnetic face shield here

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also for smaller heads or for people who just want like a big cushy memory foam

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thing at the back of their head you can go ahead and pop this in

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my five-year-old daughter was not able to play

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until i put this in and then she was actually able to mostly sort of fit the

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headset on at least enough to play a little bit of fruit ninja now let's talk

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about the connections unlike the original vive there's no breakout box so

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instead you've just got a simple what looks like a miniaturized DisplayPort

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here that's like a safety breakaway cable and then that splits out into

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power in usb 3 which is used for the front accessory and the cameras and then

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of course displayport because of the higher resolution and refresh rate HDMI

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is not suitable for the vive index so you will need a displayport graphics

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card with that said at that kind of resolution and refresh rate you weren't

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going to be driving it without something that has DisplayPort on it anyway now

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one difference that i noticed is that unlike the lighthouses the

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headset itself actually draws considerably more power than the

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original vive so i did end up needing to

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use the valve index power adapter now this new cable configuration is actually

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going to cause a little bit of hassle for my setup because my pc is over on

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this side and then what i've done here is i've put my breakout box

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over here and then i actually anchored the bottom

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of my cable under my console so that i couldn't accidentally rip it out because

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i actually found that in particular when i first started i used to do that a lot

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so the reason i like having it come out here is because it's closer to the

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center of my play space whereas now i just have no choice i'm going to have

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to plug directly into the back of the pc now one thing to note about steamvr 2.0

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is that while it does support a much larger playspace there doesn't appear to

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be any sort of solid plan for actually making that experience

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accessible for the time being unless you want to invest in one of those backpacks

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because i haven't actually measured them side by side here but it seems like the

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tethers are a very similar length and in all likelihood that comes down pretty

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much to the limitations of 3 and displayport over great distances

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it's a lot of data and any reduction in the signal integrity

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can cause the connection to fail outright okay so this is it time for

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room setup room scale

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next establish tracking

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all right so these are them

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the legendary knuckles controllers

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so the big exciting thing about these is this

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you actually don't need to hold on to the index controllers at all with your

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hand so they've got this adjustable strap on them you can change the angle

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by pushing it in like this and then you can change the tightness of the strap

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with this little doodad right here and then it uses sensors all along the

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grip here to detect the position of your fingers even from

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within vr now of course this functionality is going to count on game

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developers to support it so we'll have to have a look at that but

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it opens up a lot of fascinating possibilities there's your menu button

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there's your a and b this is a touch sensitive button you can actually feel

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the haptic feedback of it right now and then each one has a joystick they are

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symmetrical well this is it

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better be amazing

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wow that text is clear

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some people have complained that it doesn't have enough granularity but

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honestly it didn't feel like a problem for me now i don't know if beat saber is

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a fair measure of the performance of the integrated headphones but i gotta find

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out sooner or later if i'm gonna have to use iems or

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over-the-ear headphones now one thing i noticed immediately

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actually a couple things is that while beatsaber technically

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supports the index there's no finger presence in the game

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whatsoever so just holding like a you know like a big

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meat handle was just fine the way that it was

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uh also the sabers come out at sort of an

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unnatural angle for me and as far as i know there's no real way to adjust that

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in the game that's that's actually really annoying

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now this is nice having the menu button recessed like that man the number of

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times i've accidentally hit the menu button on the old controllers

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countless especially in this game it's really frustrating

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that is a nice upgrade

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so my initial impressions of the comfort of

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the device were actually not that great i ended up with some pressure points on

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my nose the first night i tried it but having played around with the adjustment

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a little more trying to get the weight off the front of the unit um

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actually right now it's pretty good

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i still do wish that it was more of a a strap-on experience

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but credit to the speakers now depending

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what you're doing in vr they do leak a fair bit of sound so you might not want

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to use them you might want to stick with your iems or closed back headphones but

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uh if you don't mind people around you being able to hear what's going on they

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actually sound shockingly good like i don't think i would bother

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grabbing iems there is actually a headphone jack it's

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super hidden away in there somewhere it's like

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it's like deep inside that hole there

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but you know i just don't think i'd bother so this is interesting gorn doesn't

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specifically have support for the index but you can actually see

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they're actually using my middle finger oh

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okay well that that works but you actually don't have to

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put down these ones and you can see there's be nice if you could actually adjust the

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zones what made it peace sign oh

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you have got to be kidding me climbing the tv thing cat

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did you just knock over my switch oh cat

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oh man he's so bad shadow

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look i know i know you're only doing what

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daddy taught you but that is not what we do

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other than the weird middle finger to clench control i'd say

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everything is pretty intuitive

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man you can really tell looking at things up close

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how much better this display is like there is hardly any screen door effect

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on these at all i mean it's there trust me it's there

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and as things get further away you do you do see the aliasing and the

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shimmering but

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this is a legitimate generational step forward compared to

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something like the vibe it's huge i mean the whole idea behind the index is is

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hand presence right so you you don't have to

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grab on to anything but the thing is like if i have to press a button here to

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move around or i have to use a joystick to move around or whatever else

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the the instinct the instinct is to hold on to

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whatever's in your hands but let's see how this goes

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oh see i let go of my spirit dang that's never a good idea when you're in a

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gladiator fight i really need a better weapon

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all right oh bow and arrow i want that bow don't don't waste my

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arrows

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my arrows oh

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oh right because middle finger okay it's hard to say how much of this is

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me not being used to it and how much of this is bad game control mapping but i

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do not find the hands as intuitive to operate as i did with the original vive

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controllers in this particular title let's try something else so arizona

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sunshine is a game that happens to be specifically listed as index compatible

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index ready and check this out guys

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oh what the

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right there full individual finger control

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so one of the things i'm going to be looking at here is the performance with

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the valve index because my setup is only using a 980 ti which i

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have found to be perfectly suitable for my vr gaming needs

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but i suspect that i might run into some hiccups see

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there's little things like you see that i'm moving my thumb around but it doesn't like move my thumb on the gun it

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doesn't move my pinky on the gun so like the game is supported but it's also

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it's not like it's not like it's like oh this is

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this is so immersive and different i don't have any issues with the uh

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angle of the stuff i'm holding in this game though which is nice

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okay so this is great i was poking around at a couple of things one i found

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the wrist straps and two i was checking some performance diagnostic stuff from

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within steamvr and i don't even have 120 hertz on yet

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so the image clarity benefits that i've been

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observing have actually all been down to the better

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pixel response time so the lower persistence of the image like there's

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almost no traces behind objects so you

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get that increase in clarity it's not running at a higher frame rate yet so i

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gotta restart steamvr and give this another shot

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so this is one that i found really frustrating to play

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on the vive because i'm a badminton player not a tennis player and so my

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natural tendency when i'm holding a racquet is to flick with my wrist

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as opposed to swing my ARM so the issue

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with that is that when you swing your ARM

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look how many tracking points it has to figure out you know where your

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racket was when you flick your wrist it only has a handful and it has to kind

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of guess so what i had really hoped

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was that the increased refresh rate would

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i don't know i and i had hoped that the trackers were better i actually hadn't done a ton of research into this thing

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before i started playing with it so i hoped it would make this game playable for me

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so i guess we'll find out

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yeah same same thing whoops that's not what i meant to do

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yeah see i swing at it and i just i just miss

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you know i know it's typical gamer things blame the game not the player but

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like yeah you just you have to swing like

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this you know maybe it feels a little

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smoother it's hard to tell if it's just because i was playing last night too

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though and i've hadn't played this game in a while and i'm getting back into the

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swing of it pun intended one curious thing is that

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even though i didn't notice much more granular tracking

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my wife did notice that she got significantly less motion sickness she

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was never actually able to play games like beat saber before but even running

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at 90 hertz she was able to play for half an hour and came out of er with no

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motion sickness whatsoever so that is a big step forward so one of the real

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trade-offs with the index is that you've got to decide between

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i would say increased comfort in some ways with the lenses further from your

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eyes and increased field of view i think that's a big part of why valve doesn't

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want to quote that number it's because it really depends heavily on how close

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you're able to bring the lens to your eye before it starts to actually like get in

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the way and like touch your eyelashes

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i do have to say that i'm glad that they prioritized

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other aspects of the headset over just field of view

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where like pimax went for like maximum field of view and introduced a bunch of

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distortion this looks really good

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i haven't actually commented much on how the the finer lenses have been in game

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and it's amazing it's a huge contributor to the the better visual fidelity like

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everything looks smoother the less jaggies you can have

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on things obviously the better in games right

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this is actually another game that i beat my all-time high score on almost

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immediately after upgrading to the index and i wasn't even like going max high

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score necessarily like i wasn't trying to snipe all the balloons in between waves and stuff hey

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hey there it is

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i gotta say i find the uh the plastic of the handles actually a little bit

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kind of harsh to hold on to it feels like it would have been nice if they had a bit of a soft touch to them especially

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because these are things that you're gonna be wearing for a long time at a time and uh probably sweating onto if

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you're if you play vera like me anyway

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you're a sweaty person like me

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what are we at fifteen two fifteen fifteen six nine five that's my high

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score i don't have much gait health let's see if i can kill a couple more

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120 hertz baby

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show me your magic

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oh i think this is the end that's the end

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16 415 there it is new high score

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so then back to my original question if you're a first gen vr headset owner is

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this a legitimate worthwhile upgrade well it's complicated there are a couple

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of disadvantages still in my mind one of them being that i'm not a fan of the

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bulkier more plasticky headset style i prefer the straps and two being the lack

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of availability of accessories most notably the wireless accessory that's

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available for the vive at this time it doesn't look like we're going to see

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anything until 2020 or more likely 2021

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based on the current wireless technology roadmap however

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the advantages are very clear now we've

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already got headsets with higher pixel density displays so i'm actually not

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going to give it a ton of points for that but the upgrade in terms of the pixel

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persistence the lack of screen door effect which if you remember does not

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necessarily just come down to pixel count but also the sub pixel arrangement

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and the increased refresh rate this thing will not only be a more pleasant

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vr experience if my experience is anything to go on it

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will actually make you a better vr gamer

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pretty much all my games across the board i was beating scores that had held

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for weeks or in some cases in the case of longbow in the lab it had actually

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held for months i had just like a wicked run one day and i was never able to get

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close again now twice in a row i actually beat it and beat it again but

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it's still a thousand dollars now that's a tough one to answer because

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from a sheer is it worth a thousand dollars um

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standpoint i think it's hard to say that any gaming

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experience is worth a thousand dollars depending on your life situation with

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that said if you're investing in a vr gaming setup which already involves a

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powerful gaming pc which is gonna cost you anywhere from a thousand to fifteen

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hundred or even two thousand dollars is it worth the extra five hundred to

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six hundred dollars over something from oculus or something from htc's current

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lineup i would say that that is a clear yes

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this is absolutely the king of gaming vr headsets right now

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prove me wrong

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speaking of uh king i'm the king of segways and this video

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