SteamVR Knuckles Driver

SteamVR Knuckles Driver

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Knuckles EV3: What's New
By Lawrence
Learn what's new with Knuckles EV3
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Introduction
A few months ago we sent out hundreds of Knuckles EV2 dev-kits to developers. EV2 was a huge leap from the previous generation with a completely new design, new inputs, and new sensors.

Since sending these out we've received a bunch of great feedback from developers. The team has continued iterating and making improvements, and we're excited to announce that Knuckles EV3 dev-kits are now available. Knuckles EV3 improves on the EV2 design with updates to input feel, strap design, battery life, and more.

Updates to EV3
Knuckles EV3 is the result of iterating and improving upon the EV2 prototype. The team has worked hard to improve usability, fit and finish, and consistency across all units.

Strap
- Strap adjustment markings have been added to the top plate
- Strap rivet is thinner and no longer interferes with the wing
- Drawstring is now shorter

Trigger
- Trigger spring is now stronger
- Improved Trigger assembly and reliability

System Button
- The System button has been recessed slightly to avoid accidental presses

Grip FSR
- Grip FSRs (force sensors) more consistent from unit to unit

Battery Life
- Higher efficiency sensors increase battery life by 2 hours
- Players can now expect 7-8 hours of playtime per charge

Other
- LED light mixing improved
- USB port has been recessed, making it easier to connect the charge / data cable
- Improved fit and finish
- Improved reliability

Knuckles EV3 Distribution
Knuckles EV3 kits are being produced in much greater quantities than EV2, and we'll be sending out more kits to more developers. The team is looking forward to hearing feedback as developers utilize the dev-kits and make their existing and future content compatible with Knuckles.

We will start reaching out to developers (both EV2 recipients, and developers who requested a kit through the partner site) to gather information and start shipping out EV3 dev-kits.

For developers who have not yet requested a kit, please log into the Steamworks Partner Site and look for the Request Beta Hardware link on your landing page.

While there are greater quantities of Knuckles EV3 kits available, we will be unable to fulfill all requests. The team will hold onto dev-kit requests and developer information for any future releases.

https://partner.steamgames.com/
Dev Resources: Try Them Out
Once you have your EV3 Developer Kit, we have provided several developer resources to use with Knuckles. First up is SteamVR Knuckles Tech Demos. This has been updated since we shipped EV2, and it now utilizes SteamVR Input, Skeletal Input, and the SteamVR Interaction System.

This demo (also known as Moondust), uses all the new inputs of Knuckles and demonstrates new game mechanics enabled by this controller. You can learn more about this demo in this guide.
*Please note that this content was developed for Knuckles and will not work with other controllers.*

Download SteamVR Knuckles Tech Demos

Dev Resources: See How We Did It
Looking at source code is one of the best ways for developers to learn how things are built and put together. This is especially important since Knuckles, SteamVR Input, Skeletal Input, and the SteamVR Interaction System are all completely new to developers.

This being the case, we've made the source files for SteamVR Knuckles Tech Demos available for developers to explore and pick apart. Take a look and see how all these new systems work together - and please let us know what you think in the forums!

Download the source files for SteamVR Knuckles Tech Demos (Moondust)[github.com]

Dev Resources: Do It Yourself
The SteamVR Interaction System plugin for Unity has been updated to support Knuckles and all of its features, the new SteamVR Input System, and SteamVR Skeletal Input.

This plugin the best way to get your feet wet with Knuckles development. The SteamVR Interaction System includes examples of:
  • Finger tracking using Skeletal Input
  • Posing hands with Unity Animations
  • Pickup and throw with Knuckles sensor fusion
  • Squishing and crushing using the force sensor
  • Thumbstick movement with a platformer style character
  • All of the above utilizes and demonstrates the new SteamVR Input System

Learn more about the SteamVR Interaction System

Download the SteamVR Interaction System for Unity[github.com]

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52 Comments
BOLL Jan 11 @ 11:05am 
Maybe as there is no beta hardware anymore, they've moved on to full consumer release. 👀💦
Gold Drop Jan 11 @ 7:02am 
I am unable to request the beta hardware.
AfewGoodTacos Apr 14, 2019 @ 10:46am 
Valve is enabling carpal tunnel with that joystick placement. One of the most asinine hardware design decisions i've ever seen. Any game requiring smooth locomotion will make you feel the strain of your thumb having to constantly reach over to the joystick. Yeah, it looks like a minor amount of travel, but sustained over an hour or two of gameplay and you'll DEFINITELY feel the stress in your thumb.

Good job guys. Really nailing it for VR comfort. *smh*
mrdummy Apr 14, 2019 @ 7:31am 
I like the touch button and joystick at same time on WMR (Vive has touchbutton but no joystick, Oculus has only joystick and no touchbutton). You have more controls this way in game, especially in VRChat.
But you have pressure sensitive part as exchange for touchbutton, so it's forgiven. Make sure you can still many things for VRChat and some games who can use more hand modes with knuckles.
More handgestures with pressure sensitive part is very welcome for hand signs and/or emotes.

Otherwise try keep touchbutton for it and joystick.
OlDirty Bastard Apr 8, 2019 @ 12:44am 
Shut up and take my money!!!
Dino Mar 25, 2019 @ 4:10pm 
DAMNIT I WANT THEM
Myrkur Mar 22, 2019 @ 6:22am 
When will the next hardware wave be? would really like to get my hands on these.
FishCake Mar 5, 2019 @ 11:03pm 
Is the unreal engine going to be supported or is there some sort of epic feud going on?
d0x360 Mar 5, 2019 @ 11:35am 
Is there any chance these would work with the Oculus Rift assuming we are using steam/steam vr and not Oculus home or are they incompatible with the Oculus tracking system?

Also super happy they have analog sticks for free locomotion. Touch pads don't feel good
sambochao Jan 31, 2019 @ 12:41am 
can't wait to start developing!