My main concern with the Frame was the inside out controller tracking. I play Beat Saber at a very high level, and I’ve never been completely happy with my Index. I’ve been able to try all the Quests over the years but none of them impressed either.
But holy valve!
The Frame controllers track EXTREMELY WELL!! I feel like I finally got my original Rift back, and on LINUX!
So if you, like me, worried that the controllers would not perform in fast-paced games like Beat Saber, don’t. I can’t tell if they quite beat the original CV1 touch controllers, but it’s close enough that I’ve finally stopped pining for the CV1.
Another cool thing is that they apparently work very well in the dark. Other headsets with inside-out tracking either lose tracking completely in the dark, or don’t work as well.
Yup.
The Frame has IR illuminators, that will put out a bit of infrared so the tracking can continue to work in the “dark”.
As a bonus feature, they essentially work as night-vision goggle when using pass-through in the dark :D
The Frame controllers track EXTREMELY WELL!! I feel like I finally got my original Rift back, and on LINUX!
I played through my old catalogue and find they don’t track well for older games that aren’t “Great on Frame”. I wonder what the difference is.
That’s certainly odd.
I haven’t tried anything except Beat Saber on the frame itself, the rest I’ve streamed. It’s been excellent throughout, with the exception of the stream occasionally dropping.
No complaints other than Index finger tracking gone. That was cool.
It has Index finger tracking, all the same finger tracking sensors are built in. If you play any game that supported finger tracking on the index it will work with Frame controllers. Sometimes you have to drum your fingers to get the calibration going, but the same was true for the Index.
I believe the comment you replied to is about camera based hand & finger tracking (think Apple Vision Pro), instead of the controller based finger tracking which you refer to.
I’m not totally sure, to me it read they were talking about Valve Index finger tracking, which this headset does have.
One of the few things I hope Steam copies from Meta.
Just being able to point your way around the UI is very convenient.
I am more hoping they copy Apple gaze and pinch, that makes navigating UIs so amazing in VR. Having to reach for a controller to move a window makes me feel like I am in the stone age again.
Oh that’s cool, I was a bit worried about that, but never really tried camera tracking before.
Mine is already paid and on it’s way, I’m only a bit salty about ergo kit being out of stock already.Extra salty about that as well since I’m going to share the headset but I’m planning to make them myself. Nose flap sounds pretty hard to make but I’ll make try to make the controller straps, headset topstrap and fabrics for face and back cushions.
Hey, the loops on my Ergo straps broke (seems like they weren’t glued super well). So at least you didn’t spend $60 for it to partially break after like 1 week.
Beatsaber should be fine because the hands should always be in sight of the head unit. My understanding is that moving them behind your back would be when issues occur, which wouldn’t happen with a beacon based tracking solution.
I’m not referring to occlusion (like when the controllers teleport away, or freeze), but performance and accuracy. How quickly they follow your hands, the samplerate at which they do so, and how closely they match what you are physically doing. This becomes EXTREMELY important at high level play in Beat Saber, as you can need to hit blocks every few frames.
Quest controller tracking is too sluggish and inaccurate for high level beat saber.
Lighthouse is better, but I find it’s still not as accurate as the constellation tracking on the CV1.
This is the first time I’ve felt a set of controllers match what I was able to do with my CV1. (Like terms of precision. Beat Saber scores you by how close to the middle you cut blocks, and the arcs of your slices.)





