Launched last Friday, June 28th, VR circles were immediately taken over by complaints about the Index controller's thumbsticks. A defect pattern quickly emerged where the left stick will not click "L3" when tilted up or down while the right stick will not click "R3" when tilted left or right.
Many titles are significantly hampered if not rendered effectively unplayable.Home Discussions Workshop Market Broadcasts. Change language. Install Steam. Store Page. SteamVR Store Page. Jordan View Profile View Posts. My left thumb stick doesnt click when I have the stick pushed upwards.
My right stick turns slow in vrchat, it turns left just fine but when it turns right it moves slow unless I push it upwards to the right side. Showing 1 - 1 of 1 comments. Practically everyone has the click issues. You're not alone. The turning thing I think might be a vrchat specific thing.
Try moving the stick to the lower right instead of directly right. They seem to have rotated the stick orientation somehow.
Go to the steamVR controller bindings and rebind jump to one of the unused A buttons or the trackpads. Or find someone else's config that does the same thing and use it. Jump on the joystick was a terrible idea anyways. As far as the click issues go, people have figured out that there's a rod that the plastic outside of thumbstick sits on. The rod is the piece that presses down the button. But it appears to be slightly too short to completely press the button in if its not centered.
You can't really fix this yourself, unless you want to void your warranty and modify the internals I very strongly suggest you do NOT attempt this.Valve Index Thumbstick "Fixed" - USB Updates - VirtualLink Cancelled
Since everyone seems to have this problem, there will probably be something from valve to rectify the issue sometime soon. I'd suggest just waiting. If you try to RMA the controller now, A. Last edited by Error. Per page: 15 30 Date Posted: 2 Jul, pm. Posts: 1. Discussions Rules and Guidelines. Note: This is ONLY to be used to report spam, advertising, and problematic harassment, fighting, or rude posts.
All rights reserved. All trademarks are property of their respective owners in the US and other countries. Some geospatial data on this website is provided by geonames. View mobile website.The changelog reads:. Finger tracking: This update adds logic for detecting and adapting to a wider range of hand sizes and finger placements based on finger activity over time.
Some developers with prototypes of the controllers had previously reported issues with the finger tracking.
Based on the changelog, this seems to be related to the difficulty in supporting the wide range of human hand sizes. This video from YouTuber Bradley Lynch shows the combined hardware and software improvements from November to today:. The main selling feature is the ability to fully let go of the controller, which allows for more natural grabbing and throwing of virtual objects.
An early protoype was first shown back in Over the past three years Valve has continously improved the prototypes. Back in June, the company reduced the touchpad to a small strip and addded a thumbstick for better gaming.
The concept of finger tracking through capacitive sensors was first shipped in the Oculus Touch controllers in late This allows for a much wider range of gestures and should increase the feeling of hand presence. Valve is launching its own PC VR headset alongside these controllers. That means if you own one of those headsets, you can preorder these controllers in May. He comes from a Software Engineering background, but now writes for UploadVR, primarily about the technology behind VR hardware and software.
He believes that VR will one day become a mainstream technology that will fundamentally transform society. Necessary cookies are absolutely essential for the website to function properly. This category only includes cookies that ensures basic functionalities and security features of the website. These cookies do not store any personal information. Any cookies that may not be particularly necessary for the website to function and is used specifically to collect user personal data via analytics, ads, other embedded contents are termed as non-necessary cookies.
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We also use third-party cookies that help us analyze and understand how you use this website.This week in XR has been quite cold instead, and there have not been many interesting news.
Anyway, it has not been that useless either…. After the shipment of the first units, the Valve Index is finally out in the wild. We have so some honest feedback from people having it. And not surprisingly, we are also reading about the first problems. The Index has been over-hyped, and as always happens in these cases, when people actually try the device, they discover that it is not perfect, and has its drawbacks.
Other people with big hands are finding the whole Knuckles uncomfortable. Some others are finding little defects in the production quality. Some people are even already returning the Index!
Valve index VR headset
Most people having it, love it. But as with all the other devices: time is not ready for a perfect VR headset, so if you want to buy it, expect some compromises in this as well. The good news is that Valve has released opensource the CAD files of the headset and all the instructions to create aftermarket accessories. I love this idea by Valve. It seems our experience Beat Reality! More info Unsatisfied user review n.
But it has revealed one little detail that is anyway very interesting: the Vive Cosmos will work with the Vive Wireless Adapter, the same that works with the Vive Pro.
As Upload points out, this means that the Cosmos will be the only major new headset of coming with a wireless solution already on the market. Recently, Tencent the company behind WeChat has launched Mini Appsthat is the possibility for developers to create little applications that run inside WeChat. These can be games, applications, marketing experiences or whatever the developer wants. Now, inside these applications, it is possible to add AR features.
The first company that has showcased these features has been the popular luxury fashion brand Emporio Armani yay! Italian people! If you have a recent phone, you can select the lipstick that you wish and see the image from your front camera updated automatically so that to let you preview how you look with that lipstick on of course, I looked fantabulous!
You may wonder why you should care. Well, if you are in a company that wants to make marketing in China, WeChat is maybe the most important marketing channel that you can exploit. If you can make marketing AR experiences on Wechat, this means that you can increase your conversions in the enormous Chinese market!Designed from the ground up to enable natural interactions, high-fidelity hand presence, and long-term comfort.
Interact with your environment, objects, and people just like you do in the real world. 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. The end result is an intuitive and natural-feeling throw. Low-latency finger tracking fosters deeper immersion and a wide range of gestures and expressions. Every hand is different, so the controller constantly re-calibrates itself to match your hand size and changing skin capacitance.
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.
Since these controllers are worn instead of held, during a play session you can take breaks - 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 anti-microbial, moisture-wicking, and easy to clean fabric. With a full complement of buttons, triggers, and thumbsticks, all of your favorite Steam titles will just work.
With the new SteamVR Input System, developers and players can re-bind and customize controls for any controller with any game. The main body of each controller is your grip input, with built-in force sensors tuned to detect a wide range of forces from a light touch to a firm squeeze. This not only improves natural actions like grabbing and throwing objects, but introduces new interactions like squeezing and crushing.
If a developer or player prefers the grip to behave like a binary button, they can do so with haptic output. The oval button on the face has force and capacitive sensors so it can be used as a trackpad, a scroll wheel, or as a simple big binary button with haptics.
The force sensor enables analog actions such as pinching or pressing. All VR titles will work great with the Index Controllers using standard controls by default.
Browse new and updated games for Valve Index. Your hands, in VR. Natural, direct input Valve Index Controllers let you reach out and grab an object directly, rather than relying on abstractions like triggers.The Valve Index is one of the VR headsets of the moment. Thanks to its supreme design that fostered very positive reviews and the hype created by Half-Life: Alyxit is gone sold-out in all the 31 countries it is sold in.
When I reviewed itI praised it as probably the best headset I have tried. It is, together with the Oculus Questthe defining headset of But all roses have thorns, and it seems that the Index may have some problems with its manufacturing. According to some rumors, the production initially started in the US, but when the demand got too big, Valve started manufacturing the headsets and controllers via third parties in China.
This has been good to ramp up the production, but it seems having been a bad move from a reliability side.
SteamVR Adds Workaround For Valve Index Thumbstick Click Issue, Fixes Firmware & Runtime Bugs
Thanks to my friend and VR ergonomics expert Rob Cole, I discovered that on Reddit there are tons of complaints about the Valve Indexwith many people having had to return the controllers, the headsets and the base stations.
We have to praise the fact that usually Valve customer service is doing a great job in answering all the requestsbut the RMA Return Merchandise Authorization procedure is not always pleasant for the users.
Strangely, the main VR outlets are not talking about these problems, so let me give voice to the problems of the community. What are people complaining about? The main problems are in the controllers. When I reviewed my Index many months ago, in fact, I noticed that my units were defective as welland only clicked in two directions and not in all four.
Valve initially claimed it was by design, but after the community backlashed, it fixed the next batches of controllers. This caused the first big RMA of controllers from the community. Let me copy some messages from angry users on Reddit to show you how the problem is widespread:. Yep, I got the exact same problem, if I move my left joystick left or right it keeps moving the character even after I take my finger off the stick. Add to that the non-clicking and loose cover for the right controller, of course.
Same exact scenario. Second set lasted maybe 10 days. Amazing they are still pushing out this garbage.So you intentionally minimize the blunder of the Index while intentionally exaggerating the issue of Rift-S.
Also, the Glare on the Index makes it unusable for many people. The problem with the Index isn't limited to the awful Thumstick implementation. Overall though, you have consistently missed the point. All of these issues show the "irony" that Index was not "the VR hero the world needed" afterall. Re-manufacturing a product is not an easy nor trivial fix. You're just saying that to defend the Thumbstick. Between the Thumbstick issue and the Glare of the Index, there is an "irony of it all" for anyone who tried to jump ship from Oculus Rift to Valve Index.
You haven't presented a single argument to counter that notion. You just keep defending the Thumbstick. No one is trying to make the Rift-S look better than it is; you're grasping at straws by introducing that farce.
This thread is about irony. Working around the "button" A: We can set the threshold on the joystick movement! B: Some people suggested using the so-called threshold for this situation: i. This happens when the thumbstick is extended all towards the edge.
Whilst it may be the solution, it is VERY far from ideal. In a tense situation you will not be able to carefully control the joystick to not pass the threshold, given your "fully extend to run" method. It will be unusable and awful because a lot of people, me included, extend their joysticks to the fullest whilst moving in a very tense situations during a firefight.
You concentrate on making sure the bullets fly where they should fly, not controlling your thumb. THE ONLY way to sprint with the use of a button is the joystick click in this situation, because literally all your fingers can't move from the buttons they are currently at.
Not working joystick click literally takes one crucial button away on bucks pair of controllers. The whole premise of VR is immersion.
HTC Vive Cosmos Elite vs Valve Index – Which is Best?
The whole premise of the controllers is to transfer your hands in VR. This is what Oculus has achieved with their Touch controllers. I simply forget that I have them in my hands after 5 minutes of playing. They are simple, but they are literally the best all-around controllers I have ever used, and the majority of developers agree with this statement. I feel like Index controllers in their current state are kind of in between the Wands and the Touch in this regard.
The Index controllers don't deliver the complete sense of immersion, but the sense of repeatedly remembering that the controller is not functioning properly.
The sense of immersion if happens, then it does so for a relatively short amount of time compared to Touch, when everything actually works and then your pinky flips open like a madlad.
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