SteamVR Knuckles Driver

SteamVR Knuckles Driver

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Knuckles Quick Start
By Lawrence and 3 collaborators
Learn how to set up and start using your Knuckles Dev Kit.
Knuckles Dev Kit
You or your company will receive the Knuckles Dev Kit directly from Valve.

The Knuckles controllers are currently only supported in the SteamVR Beta branch. To opt into SteamVR Beta, open your Steam client and find SteamVR under Library > Tools. Right click SteamVR, select Properties, and select 'beta' from the drop down under the Betas tab.

The Knuckles driver is available upon pairing your Knuckles controllers. See the instructions below to learn how to pair your controllers.
Knuckles Overview
Pairing Knuckles and Downloading the Driver
You will need a Vive Headset (or extra wireless receivers, like from the Vive Trackers) to pair your controllers.
  • Make sure your Vive Controllers are turned off
  • Press the System button to turn your Knuckles controllers on (in the same location as the System button for Vive controllers)
  • Open SteamVR and go to Menu > Devices > Pair Controller
  • Ignore the Vive controller pairing instructions screen. Please reference the instructions below to put Knuckles into pairing mode.
  • Make sure the controller has been booted for 3 seconds before performing the pairing gesture
  • Press and hold the System button and the Outer Face button (button closest to the metal) until you hear a beep to pair. See below:
  • Once paired, you will see a prompt in SteamVR Status to install the Knuckles driver. Click Install and follow the prompts to complete the Knuckles driver installation.
  • SteamVR will need to restart in order to complete the installation.
  • If your Vive controllers were previously paired, they will still be paired to the headset. To switch between Vive and Knuckles controllers, simply turn off the set you do not wish to use.

Put on Knuckles
  1. Slip your fingers between the body of the controller and the soft strap
  2. Tighten by pulling on the looped cord at bottom of the controller
  3. Loosen by pressing the release button near the bottom of the strap
Finger Tracking Calibration
When the controller is powered on, finger tracking initializes to an uncalibrated state and will be very poor. You must perform a finger tracking calibration before finger tracking will behave correctly.

Note: The need for an explicit calibration procedure should be considered a temporary measure that will only be required for these dev-units.

To perform a calibration:
  1. Make sure your controller is cinched comfortably
  2. Close your hand around the controller for one second–don’t squeeze! Make sure your index finger is resting on the Trigger.
  3. Quickly open your hand and hold it open for one second.
  4. The last three calibration events are stored in the controller’s memory, and the median result is used for finger tracking. So, from a cold start, two good calibrations will fill the buffer and finger tracking should begin working.
A few other things to note:
  • You can trigger a recalibration at any time while the controller is on.
  • You can perform a calibration on a single controller by itself—you do not need to calibrate both controllers simultaneously.
  • If calibrating both controllers at once, one may calibrate before the other—this is normal. Keep trying with the remaining controller.
  • A recalibration may be necessary if you significantly change your grip or if a new user picks up the controllers.
  • Recalibrations will occur automatically over the course of a play session as you reach out to grab items, throw things, etc. This is both expected and necessary, as your skin capacitance will change over time. The intent is for the controller to adjust to these changes automatically after the initial calibration has been performed.
SteamVR Home
One of the first things to try with your new controllers is SteamVR Home. If SteamVR Home detects that you are using Knuckles controllers, you will automatically get the developer five fingered hands.

SteamVR Home a great place to calibrate your controllers. As a reminder, here are the steps:
  • Close your hand around the controller for one second–don’t squeeze! Make sure your index finger is resting on the Trigger.
  • Quickly open your hand and hold it open for one second.
  • Repeat this until your hand opens and closes normally.

Controller LED States
  • Hold the System button for 3 seconds to power-down
  • Closing SteamVR will also turn off the controllers
Battery Life
  • Knuckles controllers currently have a 3 hour battery life
  • The controllers charge from a USB micro-B connector at 500mA
  • They take about an hour of charging to reach full charge.

  • If the controller is stuck in an unexpected state and will not power off normally, it can be forcibly powered down by holding the System button for 10 seconds.
  • There is a reset button on the back of the controller, beneath the trigger and within a small hole.

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scattering_rodd Sep 28 @ 6:08am 
Greetings! I understand the controllers are still under development, but once they are ready for the end consumer where can we buy them? Also, what do you think guys, are they almost ready?
tommosaur Sep 27 @ 12:15am 
i like letting go of the knuckles a lot.
though i'd like to try to use sticks instead of pads and have two face buttons on the right side of the left stick and two face buttons on the left side of the right stick.
It would be great to streamline button mappings more among VR hardware. I also feel like when two action buttons are on the same side, that's easier to use.
It looks like the system/menu buttons would be difficult to reach, like it could be easier to use if the button on the left side of left touch area/ right side of right touch area would be mapped to the menu/system button functionality. pad or stick: uses for the sticks like in Robo Recall where one can aim the teleporting target and then adjust the landing direction with the stick again are pretty cool and i feel like the pad makes directional input feel less precise than a stick input.
those are of course theoretical thoughts, since i only used the Vive controllers and Rift touch controllers and not the knuckles yet.
Cory Scopis Sep 26 @ 3:29pm 
but... im not a dev.... and i wanna set up knuckles ;-;
Mr. Mister Jun 29 @ 4:15am 
The things don't need abxy buttons or analog sticks!

I mean, I'm not going to say no to more physical buttons, I just don't feel they're all that necessary... What REALLY needs to happen is the controllers need to get full support in the steam controller configurator. Per Game customization & VR overlay(s) would account for more than just console ports. Everything you get with the Steam Controller in terms of software functionality, you should have for the wands/knuckles. Simple.

they also need backup wrist straps... I don't trust that thing at all... IT looks about as secure as it can be (pretty secure) but until I see some beefcake doing sweaty karate chops, I don't trust it.

Other than that, I'm nothing but stoked.
Gödelbrot Jun 26 @ 10:58am 
please, I want my Steam Games in VR!

mrorange Jun 25 @ 3:59pm 
so awesome. i want to have one.
iichiversii Jun 25 @ 3:44pm 
Looks great, i only wish Valve would replace the touch pads for analog sticks, or have an option to snap on analog sticks over the touchpads or something, touchpads are great for teleporting yes but no where as good as analog sticks for moving around like in FPS games, teleporting in revamped FPS games just ruins it for me, i like to see the touch pad as a componant in the knuckles that locks into place but can be unlocked, removed and replaced with an analog componant, some sort of modular type replacements.
nadir-seen-fire Jun 23 @ 11:26pm 
+1 in favour of USB-C. Controllers with internal batteries really need fast charging. For that you'll want to at least support the type of 15V USB-C power that the Nintendo Switch uses. If not the 60W+ used in USB-C laptops.
Cicero Jun 23 @ 7:10am 
Looks cool, can the final product use USB-C though?