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VR doesn't even look good



In a demo at HTC's San Francisco office, I tested the original Vive and the new Vive Cosmos, one by one, and it was amazing how different the two headsets were. The overall ergonomics in the Cosmos have been vastly improved. Putting it together is way easier, for example. While the original has different head-straps, the new headset uses a simpler Halo-style system similar to the one in Pro and PS VR, with an adjustable hard plastic supporting and a single velcro strap on top. An HTC employee slammed into my head like a backward baseball cap, and with just a few tweaks, I was ready to go. Comparatively, the Cosmos also feels lighter.

What I really care about is the Cosmos goggles that have been adjusted to better fit a wider range of face shapes. For example, even though HTC said you could wear glasses with the original Vive, I always thought it would be uncomfortable to do so ̵

1; mine would be pressed against my eyes. In the new Cosmos, this is no problem; more room. Like many other headsets, there is also an IPD dial – the Cosmos one is located on the right – which allows you to adjust the distance between the lenses. And thanks to the overall padding, it felt snug but not tight. I feel like I can wear it for hours.

  The HTC Vive Cosmos

Another big difference is that the Cosmos's eyepiece is really coming back, so you can go back "I didn't like it in practice. If you tapped the goggles, the whole the headset feels off-balance an d front-heavy, as if it were about to slip in. HTC's representative said it was probably due to the thinning of my hair; the back didn't have much grip on my head. thinking that people with straight, long hair is a rarity, however, so I found this answer to be less than satisfactory.

If you want to see what's going on around you but you don't want to to flip up the headset., there's an alternative. Vive Cosmos has an integrated passthrough camera that lets you see what's around you without touching the headset. To enable it, either step in the lab as digital borders (basically, step outside of the virtual wall) or double-tap the Vive button on the controller. The result is a blurry view of your surroundings – in my case, a living room in HTC's San Francisco office.

It is so frustrating that I can hardly put out people's faces. O & # 39; Brien admits it has not been so good so far. "It's pretty primitive, now, yes," he said. The reason this is so bad, however, is that the Cosmos uses both cameras for tracking and passthrough functions, and HTC has decided to prioritize low resolution resolution latencies to ensure responsive tracking. "But we intend to improve that over time," he added. That being said, this is at least a quick way to jump in and out of VR if you need a pinch.

  The HTC Vive Cosmos "data-caption =" HTC Vive Cosmos "data-credit =" Nicole Lee / Engadget "data-mep =" 3043212 "src =" https://o.aolcdn.com/images/dims ? crop = 1600% 2C900% 2C0% 2C0 & quality = 85 & format = jpg & resize = 1600% 2C900 & image_uri = https% 3A% 2F% 2Fs .yimg.com% 2Fos% 2Fcreatr-upload-image% 2F2019-09% 2F01459380-d4ef-11e9-b6ef -fcd9e9ece338 & client = a1acac3e1b3290917d92 & signature = 9cb5b7c36f4f3816678fb6c655 With all the new RGB LCD panels, a combined 2,880 x 1,700-pixel resolution (that's an 88 percent increase to the original), a 110-degree field-of-view and a 90Hz refresh rate, the result is the best VR display I See Vive's original headset, for example, the blue whale in the well-known <em> Wevr: TheBlu </em> demo looks massive and lifelike. In the Cosmos, however, this is much more or less, making the whole experience more immersive. It really felt like the whale was right next to me. I could see details I had never seen before, such as the wrinkles around its eyes and warts and its roughness on its skin. The colors look richer and more saturated; the blue is deeper and the shadows are darker and more shades. </p>
<p>  One of the features of the Vive Cosmos marquee is that it has internal tracking. The six cameras on the headset allow you to monitor your movements without the need for external sensors. It worked well when I tried different applications. At the <em> Museum of Other Realities </em> where I interact with several exhibitions in a virtual art museum, I can dive deep into the sculptures and move my head and body around without any noticeable limitations. Similarly, during a dance rhythm dance called <em> Audio Trip </em> I was able to move my hands and arms to the beat without stopping. It is accurate in removing the location of my hands and feet. </p>
<p>  In addition, Cosmos features a new set of Controllers built to be used inside-out monitoring. Instead of hands, they look like the Oculus Rift controls, along with circular sensor loops, albeit with a slightly different configuration – the buttons are inside the loop rather than the top of the loop. Each controller has a touch button, a couple of trigger buttons, and now, joystick analogs (which replace the touchpads). HTC also includes the A, B, X and Y buttons, which should be familiar to anyone holding an Xbox Controller. </p><div><script async src=

  The HTC Vive Cosmos

is also a magnet for other things. release facepypes that add functionality. At launch, HTC will release Vive Cosm In External Tracking mode, allowing you to use Vive Cosmos on HTC's Lighthouse base stations. By itself, the Cosmos only offers 310-degree room tracking (which is still nice), but with the addition of the External Tracking faceplate and the extra sensors, you'll be able to get 360-degree tracking of the whole room. This mod supports Vive's peripheral ecosystem like Vive Tracker. It will be available starting next year.

Besides the hardware, another great feature of the Cosmos is that it is the first HTC VR headset to be sent to the Vive Reality System instead of SteamVR. The Vive Reality System is a new software experience for the platform complete with a redesigned user interface called Lens for browsing apps and settings.

  The HTC Vive Cosmos "data-caption =" HTC Vive Cosmos "data-credit =" Nicole Lee / Engadget "data-credit-link-back =" "data-dam-provider =" "data-local-id = "local-3-5102427-1568245926110" data-media-id = "14e534e2-c66c-4436- 8c78-a94453a662d3" data-original-url = "https://s.yimg.com/os/creatr-uploaded- images / 2019-09 / 1dce91a0-d4ef-11e9-8d19-2ae9abd9cdf8 "data-title =" HTC Vive Cosmos "src =" https://o.aolcdn.com/images/dims?crop=1600%2C900%2C0% 2C0 & quality = 85 & format = jpg & resize = 1600% 2C900 & image_uri = https% 3A% 2F% 2Fs.yimg.com% 2Fos% 2Fcreatr-upload-image% 2F2019-09% 2F1dce91a0-d4ef-11e9-8d19-2ae9abd9cdf8 & client = a1acac3e = d132ac9e17 = 7ebe63d8152a6dc34f2be70c56d64f181635eebc "/ same made" same "same" such "made" new "made" new "made" new "made" such "made" such "made" made " such "made new" made "made" made "ga when "made" made "such" made "made" so "made" so "made" so "made" so "made" so ". When you first start Cosmos, the Origin area enters a tutorial mode. An HTC spokesperson said this is especially helpful for those new to VR and will help them familiarize themselves with other apps and experiences. For example, from playing around in Origin, I learned how to teleport to different locations, drive a remote controlled car and change my virtual environment. </p>
<p>  Even with the best hardware and software in the world, a VR headset is meaningless without content. That's why HTC decided to bundle in a subscription test with Viveport Infinity, Valve's unlimited game service, including the headset. Subscriptions typically cost about $ 12.99 a month, or $ 99 a year. If you pre-order Cosmos from now until October 3rd, you'll get a 12-month redemption or a six-month one afterwards. Seeing as a VR app can cost anywhere from $ 10 to $ 30 on its own, that's a pretty good deal. </p>
<p>  Vive Cosmos will launch worldwide on October 3, but you can pre-order it from now on. </p>
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