Free tool

Valve Index for corporate training

A benchmark PC-VR headset — and one our Android training courses can't run on.

All headsets

The Valve Index is a PC-tethered headset, not a standalone one: it plugs into a gaming PC over DisplayPort and tracks through external SteamVR base stations mounted in the room. Valve lists dual LCDs at 1,440 x 1,600 per eye and a standout refresh range of 80, 90, 120 and up to 144 Hz — the smoothest in this comparison. Its Index Controllers track each finger individually, which is genuinely novel. There is no colour passthrough, no eye tracking and no onboard processor: everything is rendered by the PC.

For a training fleet this is the hard case. Each headset needs its own gaming PC and two wall-mounted base stations, there is no device-management or kiosk layer, and — the deciding point for us — our courses do not run on it at all, because they are built for Android-based standalone headsets, not SteamVR on a PC. It is bought through Steam, available in Poland, and aimed at PC gaming and research rather than shared corporate training.

Do not buy the Index for Skillsive training: our apps will not run on it, and the PC-plus-base-station setup is the opposite of what a shared training room needs. It remains a superb enthusiast and research headset — the finger-tracking controllers and 144 Hz are still references — but for putting a workforce through a safety module, a standalone Quest or PICO is the right tool.

Full specification

Performance

Rendered by the connected PC — not graded
ManufacturerWho makes it. Decides where warranty, support and fleet tooling come from.
Valve
ReleasedWhen this exact version reached buyers. Older hardware drops off vendor support sooner.
2019
TypeStandalone runs on its own; “+ PC VR” can also be driven by a computer for heavier scenes.
PC VR
Runs our VR coursesWhether our training courses run on it today. They are built for Android-based standalone headsets — a PC-VR-only device or Apple's visionOS cannot run them.
No
ProcessorThe processor and memory inside. This is what the performance grade above is derived from.
Processor: not published by the manufacturer
StorageOn-board space for downloaded courses. More matters for an offline library in several languages.
Storage: not published by the manufacturer
Battery lifeRoughly how long it runs off the charger. Decides the training rhythm and how many charging stations you need.
Battery life: not published by the manufacturer
Resolution per eyePixels delivered to each eye. Higher means small text and labels stay readable.
1440x1600*VRcompare
Refresh rateImages per second. Higher feels smoother and helps people prone to motion discomfort.
80 / 90 / 120 / 144 Hz
Field of viewHow wide the picture feels, in degrees. Higher is more like normal vision; lower feels like looking through a tube.
Field of view: not published by the manufacturer
WeightHeadset only, without straps or battery. Lower matters most in sessions over ten minutes.
Weight: not published by the manufacturer
DisplayPanel and optics. Pancake optics are sharper edge-to-edge than older Fresnel lenses; micro-OLED gives deeper blacks.
LCD
TrackingHow the headset knows where it is. “Inside-out 6DoF” means no external sensors to mount.
outside-in 6DoF (SteamVR base stations)
Hand trackingUsing bare hands instead of controllers. The prerequisite for controller-free scenarios — less kit to hand out, lose or clean.
No
Eye trackingThe headset knows where the trainee is looking. Enables sharper rendering where they look, and attention analytics.
No
Controllers includedWhether motion controllers come in the box, or are bought separately — or the device is hands-only.
Yes
Controller tracking6DoF controllers track position and rotation, so a hand reaches in space; 3DoF only point. “None” means hands only.
6DoF
IPD adjustmentMatching lens spacing to the eyes. Motorised is fastest when one headset passes between people.
Manual
Works with glassesWhether people who wear glasses can use it — fits over them, or takes prescription lens inserts.
Works with glasses: not published by the manufacturer
Colour passthroughShows the real room in colour through the cameras — the prerequisite for any mixed-reality exercise.
No
Suitable for trainingOur judgement on whether it survives real deployment: comfort, hygiene, fleet management.
No
Kiosk mode / MDMVendor tooling to enrol devices, push an app and lock the headset to it. Practically required above ten devices.
No
Swappable facial interfaceRemovable, wipeable face padding. A consumable, and the difference between shared use and complaints.
No
Business tierAn official business tier, so devices belong to the company rather than to employees’ personal accounts.
No
Launch priceOfficial launch price in USD. Fixed history — useful for judging how a model has aged.
$999
Price todayApproximate current net price in USD — a general figure, since these barely differ between regions once tax is stripped out. A snapshot from the date shown, not an offer.
Price today: not published by the manufacturer
Price bandRough price band, so a model can be placed without chasing today’s number.
Premium
Our recommendationWhether we recommend buying it today — see the “Meta Quest first” section for why.
Not for our training

Specifications taken from the manufacturer's page, verified on 2026-07-21. Manufacturer's specification