Community The MetaVerse VR thread (hardware/software/etc, all platforms)

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Durante

Durante

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It depends on what you consider "hidden", but here are a few games that are good and that I don't see people talk about much:
  • Airtone (very solid rythm game with a good amount of content)
  • Apex Construct (simply a good, made-for-VR action/adventure game with a full story campaign)
  • The Solus Project (a large survival game with post-release, but very well-implemented, VR support)
  • The Talos Principle VR (great VR version of a great game)
  • VR The Diner Duo (the best asymmetric Vr/non-VR coop experience. Much more skill-based and with a steeper difficulty curve than you'd expect from looking at it)
  • Water Bears VR (just ~2.5 hours of room-scale puzzling, but very polished and priced well for what it is)
 
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Alextended

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The Thrill of the Fight is a cool boxing sim, better than Creed which is more popular and more gamey for obvious reasons (license IP) in my opinion.

Vouching for Apex Construct too, the mixed reviews had me ignore it initially but after playing it it's really well done and immersing, if not without flaws.

In Death is another cool archery focused game. It's a rogue-lite, it looks like a VR Dark Souls but you only have a bow (or crossbow). Initially it had teleport-only locomotion but it's now got pretty good free movement which you can combine with the teleport arrows and the teleport shard you quickly throw wherever and use almost like a dash-dodge. Very replayable and as you achieve progress you get access to more bonuses and new enemies are triggered for inclusion. I didn't like the first boss I encountered eventually for being all about dealing with crowds of enemies and spamming your best (explosive) arrows but yeah.

Ultrawings is a cool flight sim/pilot winds-esque experience.

Raw Data is one of the better wave shooters with a semblance of a story and progression, though not all of the 4 classes were to my liking.

First Person Tennis is a well done tennis simulator.

BOXVR is a nifty workout game that works kind of like Beat Saber except you punch rather than slice the directions.

Catch & Release is a pretty good fishing simulator, perhaps not quite a simulator as it's quite cartoony but yeah.

Contractors VR is a very polished PVP focused FPS that's constantly improved. Not as realistic as Onward, not as casual as Pavlov, somewhere inbetween.

The Wizards is a pretty cool spell casting action adventure, I've not finished it yet but am up to a boss now and I've liked it so far.

A few non-VR games that got VR support I currently have installed but haven't played much are House of the Dying Sun, BallisticNG and Everspace.

It's hard to know what you mean by hidden, for example Contractors might not qualify as it's been quite prominent at times.

But pretty much anything other than Beat Saber is a game with little visibility in comparison to big non VR games anyway.
 
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Alextended

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Alextended

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So to sum things up, hovering grinder, guns, and co-op glory is the name of THIS game with our summer update, available NOW!
Sounds like a meaty update with a neat co-op mode :)

Random stream of peeps playing:
 
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Alextended

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It's neat, I've played it, I think you need 360 degree VR which I didn't have at the time perhaps and/or it only has snap turn, I forget what annoyed me then.

I should try it again.
 

Alextended

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New Windlands 2 content! Free!
Fun tubers playing the game if you don't know what it is. Don't watch too much and spoil all the bosses and stuff though.
 
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Alextended

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Interesting article on Index making Oculus games far more viable with Revive thanks to its similarities to the Touch layout.
I'd say they could be even better to play with Index (assuming things work correctly) if they properly map the grab trigger to actually grabbing the controller handle intuitively. Similar to how some third party Touch grips add Index-like straps so you can let go of the whole controller to throw/drop stuff rather than just the trigger. Boneworks devs have commented on the compatibility of Touch and Index layouts in old videos like this (wow how early they got Knuckles/Index):

And newer posts:

Hopefully in the future Oculus store will become platform agnostic like Viveport and have some kind of default remapping available for games.

Also hopefully this makes Index-first games able to easily remap to the Touch as well, as long as you don't need to play Rock-Paper-Scissors in game :p
 
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OP
Durante

Durante

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It doesn't look like my Index is coming this week.

Oh well, I knew I was probably fucked when I learned that it's shipped by GLS :p
 
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Alextended

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This is out, it looks neat, if not exactly gamey and replayable.

Node got to play Battlewake.


It looks a lot like Furious Seas which I had some fun with though it's still in early early access.

I hoped Battlewake would go for a longform, VR immersion based take on Sid Meier's Pirates!, but it seems it's going for quick arcade play too. It looks fun.

The devs of Battlewake (and other VR games like Creed, Raw Data and quite a few more) will apparently be teaching VR game design courses.

And some tech news.
 
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EdwardTivrusky

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My housemate has just set his up and is trying it out now. I've only had a quick look but it seems a much more mature product now.
 

Alextended

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A very meaty Blade & Sorcery update alongside the full Index support.



And a Space Junkies update with more free content! New modes of play, 3 vs 3 support, bots and more!
 
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SRossi

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It doesn't look like my Index is coming this week.

Oh well, I knew I was probably fucked when I learned that it's shipped by GLS :p
yep. same thing here. love GLS :p
tbh i love the current weather, it's cold more than enough almost all the time but i honestly wouldn't spend much time in VR right now anyway so no real harm done, except GLS has proven one more time that they suck, at least here where I/we are.
 

Alextended

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This is out too. It's had some positive press coverage putting it on par with the likes of Keep Talking and Nobody Explodes.

Also these not-game things:


Also this little tidbit:

Here are the nominees.

Personally I'd have given the award to Espire 1 for going full in on that stealth shooter concept without limiting you to the (frankly quite creative but still) kayak.
 
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Mor

Me llamo Willy y no hice la mili, pero vendo Chili
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The day has come, Index is officially out (for the US at least hehe) and Valve had an event for the presentation with the devs, families and some other people who were invited to the event. There's a video of the speech from dev and Gabe Newell, an album full of pics of the event and also a bunch of new information that was posted on reddit.


Here you have a few pics and here it's the link






That fella in sandals... GabeN :3

And here you have the information that was uploaded to Reddit, give the OP an upvote ^^

Optics: I asked whether the Valve Index contained a new/unique optics system. The answer is a resounding YES, but the details are very confidential and were not shared with us. We will have to wait for the teardown that will inevitably come.

AR + Front Camera Tech: I asked whether new features were coming for the new camera system beyond simply passthrough (alluding to AR features, room mapping, etc): The engineer said "they're there for a reason", but any more information than that was confidential.

Lighthouse tracking update: The peripherals still use a similar FPGA system to process the incoming sensor data. There is no big hardware change here compared to the old peripherals. Still not Bluetooth, still using consumer-grade Lattice FPGAs, still using a custom 2.4GHz radio protocol.

Finger tracking details: The final revision of the Knuckles controllers contain 32 capacitive sensors JUST for the lower three fingers area, not counting the capactive buttons for the thumb or the trigger cap sensor. These use a pretty amazing learning algorithm that learns the shape of your hand and the changing capacitance of your skin. The most amazing thing is that this adaptive algorithm runs on the controller, not the PC.\

This improved adaptive algorithm is exclusive to the consumer release of the Knuckles and is not compatible with the EV3 kit. (Not sure if there's a later kit version that this will work with, but I don't have them.)

Front expansion: It's a single USB (presumable 3.0). Valve has no immediate ideas for what they or anyone else will do with it, but they see it as a part of a wider strategy to collaborate closely with the community and work together to find the future of VR.

Knuckles materials + durability: The small tab that holds the controller strap on to the main controller body has been redesigned after a ton of people (me included) had theirs snap off. The new material will not shatter.

Fabric: The fabric used on the Index is the same as the fabric on the controllers. Its light, attractive, breathable, and actually anti-microbial. Very cool stuff, and it looks like a million bucks.

Manufacturing: The lighthouses are manufactured on-site right in the building I visited. Please check out the album to see the photos! However, the headset and controllers are manufactured overseas.

Knuckles form factor: They are releasing/want to release a 3D-printable STL that acts as an "adapter" for the Knuckles for people with larger hands, whose thumbs reach too far to the top of the controller, making pressing the lower buttons difficult. This was the exact issue I was having with my developer kit so I'm extremely happy they're doing this.

Fun facts:

The main industrial designer for the headset designed the entire thing in only 5 weeks of grueling effort.

They changed a key design element of the capacitive sensors "yesterday". This seems crazy to me but the engineer may have misspoke. Apparently a man with extremely large hands sent them a picture and his hands were much larger than anything anyone had ever seen, so they moved the sensors around to allow them to reach the larger hands.

International shipping?
Yes, they know! Yes they're working on it! Yes they want to! Just takes some time.

Demo time!
I was able to use the Index hands on for a good hour or so. I put it through its paces in non-ideal tracking conditions with a wide range of games.

Clarity: This is a clear and obvious step up from the Vive. The lack of pentile pattern in the display (this is a high-refresh-rate LCD instead of AMOLED) makes the screen door effect MUCH smaller. It's still there, but it's pretty much a non-issue at this point. The resolution is really great, but its not crazy high like "not seeing pixels" level here. Its a sizeable step up but thats about it.

Optics: The FOV is absolutely amazing. For context, when you push the eye relief on the Index out as far as it will go (reducing the FOV), it basically is the same as the original Vive FOV. It's that much better. The one drawback is that at the max Index FOV you can see the flat edges of the panels a little bit if you strain your eyes to one side. Otherwise, the clarity, FOV, and everything is great.

Bad news time; the godrays are there, they're noticeable, and they're not going away. This won't be a great headset for super high contrast applications. The godrays are much "softer" though, if that makes any sense. Back in the Vive, you can see the ridges and the exact sort of sharp shapes that the Fresnel lenses make in the godray pattern; but in the Index, its more like a light smear instead of a ridged reflection, if that makes any sense. It feels more like some light leaking in rather than a shaped artifact.

Build quality: Holy shit. Holy mother of god. This thing is the most polished VR headset I've ever seen. It's light. Its compact. Its beautiful. It's tightly put together, zero flex, feels like a piece of tech from 50 years from now. All of the fabric is soft, antimicrobial, smooth, comfortable, and breathable. It looks, breathes, exudes, and screams "awesome". This thing is the MacBook Pro of VR build quality.

Knuckles: Tracking is great, finger fidelity is great, you get the gist. This is not news, these things are the best controllers since sliced bread for VR interaction.

Please let me know in the comments if you have additional questions. I'll see if they gave me any good morsels on your topic of choice.

Cheers,

Finn Sinclair VR Museum of Fine Art Dev
 
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fantomena

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What is this SteamVR 2.0 thing the Blade & Sorcery dev mentioned on the blog there?
 

Nzyme

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FYI - using the stands that come with the Index Lighthouses, they can point near 45 degrees down and remain perfectly stable!
 
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Mor

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FYI - using the stands that come with the Index Lighthouses, they can point near 45 degrees down and remain perfectly stable!
ARE YOU FUCKING KIDDING ME? welp, I guess this is the first time I will be able to use the best corner of the room hahaha
 

Arulan

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Do the new Lighthouses connect to the wall mounts the same way as the Vive's? It looks like it in that picture, but the thread size could be different.
 

Alextended

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I haven't tried this yet but, neat:
Previously Rift/Vive users couldn't get past the handshake as squeezing wasn't mapped to the analog Touch trigger or anywhere on the Vive controllers either. I imagine rock paper scissors is another roadblock and maybe hand alignment isn't exactly ideal if Index hand positioning is too different to Touch since this is just a basic (if cool thanks to SteamVR functionality) rebinding and not built-into the game proper support for other controllers.
 
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Alextended

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Something good for Rift S users. Sounds like inside out tracking has room for improvement beyond just adding more cameras on the HMD. Quest will get it too.
Playing games like Onward, Pavlov, and Creed with PTC 1.39 feels like using a different headset than before. Instances of tracking loss while playing normally are almost completely gone from what we’ve tested.

I'm good with external trackers (original Rift) but this looks pretty solid now. Although that video doesn't tell if he's using the virtual gunstock setting they added for inside out tracked VR sets recently which both helps and restricts usability, comments below claim it looks like a night and day difference in tracking quality.
 

Mor

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Looks like mine is ready too, will buy this fella this Monday (can't do this right now due the weekend), really happy that the moment is almost here :D

 
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Alextended

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Looks like a pretty good and much needed update, bringing it on par with fancier VR shooters, maybe, but it's sad to see nothing about mission objectives or AI.
Missed the trailer for this update back then.

Also another big hotfix today, they've added more stuff since too. And apparently a new smoke effect (you can see it wasn't great in the trailer).
 
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Alextended

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Found this while discussing VR and posting random stuff elsewhere. VTOL VR looks a lot better than I gave it credit for when someone experienced plays it.


Given that I'd add it to my list of possibly hidden VR gems from earlier though it's in early access and the guy calls it version 0.0.13 so super early I guess.
 
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SRossi

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Index finally arrived.
I would post a pic as you do usually but there are more than enough pics on the index Reddit and I actually can't on mobile, there seems to be a bug with the site, I can't interact with the formatting tools (android, chrome)
 
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OP
Durante

Durante

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I'll post a pic then:


Very happy with it so far. Setup was extremely easy, and everything feels very high quality. 144FPS in Beat Saber was great.

Also, the audio quality is just as amazing as everyone said.
 

EdwardTivrusky

See You Hyper-Toxic Computer Cowboy
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Nice, the new audio has really impressed my housemate to the point he keeps asking if he's mentioned how good the audio is, lol!
Enjoy, I caught the second wave so last i checked i was expecting delivery at the end of August.
 

Mor

Me llamo Willy y no hice la mili, pero vendo Chili
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Damn, I can't wait to receive mine :(
 
OP
Durante

Durante

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I just played Climbey for the first time, together with a friend, and we had a blast. It's a great deal at the current price (and a very good game to play on Index since it's not hard to hit very high framerates and it has full Index controller support).
 
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Alextended

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OP
Durante

Durante

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I just played Payday 2 for the first time (in VR), with 2 friends, and I'm really surprised this isn't mentioned more when talking about VR games!



It's currently 2.49 (!) on Steam, and for that you get a huge amount of quality content, and the VR port is both well implemented and free (!!).

As far as I can tell, you can play the entire game in VR, it's not just a restricted mode or anything like that. There are even VR-specific effects to some perks and skills! Between that, the good implementation of basic mechanics, and the large amount of VR options it's clear that a lot of work and love went into this VR version.
 
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Alextended

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I played it before getting a 360 VR setup and didn't like that it only had large-angle snap turn (iirc - edit: oh yeah and snap turning wasn't even set to the analog stick which was reserved for other fucntions and instead you had a button on the right controller to turn right and a button on the left controller to turn left, that was weird and made the whole interface seem cumbersome, I guess that's the case with a LOT of Vive-focused releases when Oculus Touch could have much more intuitive control systems gamers are already accustomed to given the input layout which Index now resembles more closely than the Vive wands), the GUI for the weapons & equipment seemed weird too (flat squares for the gear slots or something) but yeah it seemed well done. I guess I should try it again now but I wasn't a huge fan of the non VR version. I don't notice tracking deficiencies on my Rift (except going back to those Vive-first games, some of them don't have the hand positions adjusted for other controllers, but that's on them and I instantly delete them) or discomfort outside sweating which is just me.
 
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SRossi

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So I got the Index a few days ago now and I played a ton of VR games, hours and hours in single sessions and it's a great experience. It really drives home for me, and that's possibly a personal thing how important a stable and smooth picture (and tracking) is. I've used the Vive before for a bit and noticed the good tracking but combined with the better image, FOV and Hz it really drives home the experience for me with zero discomfort. I owned (well, still own) a RIFT CV1 and with that the FOV was always a negative point for me, from the first time i powered it on. The tracking wasn't great, not bad (3 camera setup) mind you, but i noticed the better tracking on the Vive when I tried it. All in all, with the CV1 I couldn't do these long session. The HMD was getting uncomfortable to wear and the FOV was giving me the rest. I never had problems with getting sick or something like that like other people but it just wasn't a great feeling so my sessions stopped generally after an hour, 2 tops. The Index is just so comfortable it's insane (I also use the extra cushion) and the smooth 144Hz picture is really helping with the overall comfort to wear this thing for a long time.

And yeah, it was easy to beat my beat saber scores that I made with the Rift. I could generally up the difficulty one step. Love the thing.
 
OP
Durante

Durante

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Yeah, yesterday I played ~5 hours in VR in one session and had absolutely 0 discomfort. The physical ergonomics, tracking quality and refresh/persistence really come together for that.
 

Amzin

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I just somewhat arbitrarily bought a cheap Odyssey+ probably exclusively for Beat Saber (which I'll need to buy too). I'm really intrigued by the Index, it sounds great, but a bit much for my first dip into VR and probably only 1 game of interest :p
 

Alextended

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Try demos and freebies like The Lab, Waltz of the Wizard, Aliens Attack and Rec Room at least. Not sure what all works properly with WMR but most recent games should. Just make sure you do the first set up properly to ensure maximum quality, least discomfort. I dunno what process Microsoft takes you through for that, or if Samsung has its own thing given they have the only (?) WMR sets that have, iirc, a physical switch for IPD adjustment vs just a software solution.

I see people talking about getting motion sick in ANY VR experience but, for certain kinds of experiences, I just don't see how it's even possible (ie, those that have no artificial locomotion at all, just your own movements while you stand and move around or even sit and look around, like Beat Saber) so I chalk that up to bad setup/games. I can understand a minority being sensitive when it comes to games where you move artificially with an analog stick or thrust controls etc.
 
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Amzin

No one beats me 17 times in a row!
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I generally don't get motion sick from games, at least not as far as I can remember. I actually forgot I do have a gear VR that I've played with (it came free with my phone a few years ago) and it didn't cause any trouble, aside from being a bit uncomfortable and not really all that great in general :p I think a few of the Steam games I've bought and haven't played yet have free VR versions too, like Scanner Sombre.

Since I'm living alone and usually in a small apartment, having to not worry about the lighthouses / scanners / whatever is a nice plus, and all the talk I've read has said Odyssey+ is next best thing for what I wanted.
 

Alextended

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Well Rift S doesn't have any tracker stuff either (though Vive lighthouses are not a pain at all given they just need power, no connection to the PC) but I dunno if there's any significant difference between Rift S tracking and WMR tracking though it does have several more cameras on the HMD and it looks pretty solid in the video posted earlier showcasing a software update that improved the tracking further. But the image quality is probably waaaay better on Odyssey.
 

Alextended

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I started playing Rogan and got through a few introductory missions. It gets mostly negative reviews but I don't get it, yet at least.

It's no Thief so far, that's true. The levels are bite sized and it does interrupt you with story bits (well, not really story, you get up to a point, listen in on a conversation or watch some guards do their thing etc, small stuff like that) that disable controls. Not long ones however, nothing like that trailer.

Other than that however, it feels quite polished except for the lack of a smooth turning option and the inability to disable the hood graphics (it's a bit like the helmet option in Space Junkies but more prominent). Also you can't enter the settings from in-game (but unlike a review claims you can before you start rather than have to die or quit the mission to do that). The graphics options are only a few presets that don't say what they do, I chose the max and it's been fine. It looks like the trailers more or less as well, I don't get the complaints for the visuals.

Edit: oh yeah the height isn't very well adjusted and can't be calibrated either, I seem to float off the ground if I look down and try to reach down (or look at the Guardian boundaries pop up). I can't reach the floor with my hands if I try. But they don't seem to have any objects that low either, it feels fine in regular play. Either way I think they can fix much of this with a patch or two. Add smooth turning, separate resolution options, the option to disable the hood, etc.

The interactions aren't quite physical/realistic, you have seen how stealing stuff and putting them away works in the trailer with that circle pop up, it's similar for objects that are actually usable as well, you put them away like that then at the correct points the circle with the relevant object pops up and you grab it. Like I had to listen in on a radio conversation once so it popped up the radio and I grabbed it, then similarly I took a key from a guard, then when I approached the locked door (in this instance very nearby, it still feels like I'm getting through the tutorial sections even if its technically been a few levels already) the circle popped up with the key, I grabbed it and waved it towards the lock and it instantly clicked in by itself. But it's nothing too badly done or anything annoying/misbehaving, it's just not cool like it could have been with better more realistic implementations.

Again, so far, I'd say it's no worse than other cinematic experiences people liked in VR. It remains to be seen if the levels open up and the challenges ramp up as I progress rather than have it feel as guided and limited as it has been which would be a real bummer. I've yet to see many of the elements seen in the trailers though, nothing to bash guard heads with, nothing to light fires with, etc. Those could be just as scripted and limited instances as the radio and key I mentioned of course, and then I'll just say it's a passable experience to get through if the story's at all interesting up to its conclusion (it's pretty standard so far, nothing offensive) rather than an awesome stealth game that happens to be in VR (like Espire 1 looks to be a solid stealth shooter, pre-release reservations aside).

We'll see!

Edit: Rogan Review: Gorgeous VR Sneaking That's Simply Too Simple
That sucks, I guess it doesn't improve as you progress and remains simplistic, a 3 hour walking sim with some road bumps as they call it. What a missed opportunity. Moreover, it would have probably gone over much better if they had actually dropped all pretenses of gameplay and went all in on the cinematic story telling aspect without any of the gamey elements like level transitions with the score screen, loot and all that stuff. Then it could have been likened to the likes of Lone Echo and the Vader game which most people enjoyed (even if I didn't like the latter) rather than the proper stealth games it doesn't live up to.

Oh well, hopefully the criticism gets them to do it right next time rather than quit altogether. Until then, waiting for Espire 1 to stealthily save us :)
 
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Joe Spangle

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Can anyone comment on how the weight of the Index feels compared to the Vive? Is it a lot lighter?
 
OP
Durante

Durante

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Can anyone comment on how the weight of the Index feels compared to the Vive? Is it a lot lighter?
I wouldn't say it's lighter at all.

But, having now used the Index for a few dozen hours, I can say for certain that it's far more comfortable, especially long-term, than any other HMD I've worn. Basically, I can wear it for 6 hours straight without any form of discomfort.

So really, it's not lighter, just much better balanced and built in terms of ergonomics.
 
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