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TomCgcmfc last won the day on October 21

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About TomCgcmfc

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  1. Ya, sorry to be such a cranky old fart, lol! Of course we would like it all.
  2. So, 3 years ago someone with a DK1 agreed with you. I'm sure your mother is very proud, lol! As far as I can see (no pun intended) none are currently using this tool and none are marching to your drum. Sorry but if there were an Ignore option with this forum you would be first on my list. However, please do not expect me to reply to any of your posts from this time on. Hopefully this will suit you as well. Maybe in 3 years time you can post this all over again, just like groundhog day lol!
  3. It will be interesting to hear back as to what they actually think about this.
  4. I'm not aware of anyone doing this with the OG or Vive Pro. Maybe if you have 2x heads you could try diff ones, lol!
  5. Please tell your mum/wife/partner (hard to be politically correct these days) that a well lite untidy room works best, lol! The rest I'm sure you will figure out yourself after referring to the Cosmos manual imho., Try googling for Vive Cosmos Support, and you will find something like this; https://www.vive.com/au/support/cosmos/ Good luck with your new Cosmos and I hope it work out as well for you as mine has so far.
  6. UPDATE; I have tried this again during the day with a lot more light in my room and it starts up perfectly. So, this issue was probably due to lower night time lighting (which I still think is pretty bright). I thought I better let you know. Also, I am enjoying using my Cosmos and love the new Vive Reality System. I have also let Vive Support know this. Cheers.
  7. Sorry mate but your so-called tool (using java 8 and steamVR resources) looks like something you created ~4 years ago and you seem to be the only one using it. I wonder why? Maybe you are being a bit trollish? Hopefully not. Nor does it appear you have gotten any positive response to this on any other forum (like Steam) you have posted this on. I also do not have much faith in your passthrough vs headset border views conclusions. Slightly increasing the FOV in the outermost part of the lens where the image is already well out of its sweet spot, and hence already blurry, does not sound like this is going to improve overall immersion imho. Still, might be something in it, but I doubt it. Also, I believe that the published FOV for all VR headsets is diagonal, not horiz/vert. Plus, there are so many individual factors that ultimately effect each person's perceived FOV such as ipd, eye/lens distance, face shape, glasses wearer, just to name a few. So, ultimately I guess it is pretty subjective, and always will be for VR headset consumers. Given the similar sizes of all major PCVR headsets lens and geometry it is unlikely that FOV is going to vary significantly right now, and will likely remain subjective for some time to come. The Index (which is still a Valve experiment right now imho) uses a combination of adjustable eye relief (Rift S also does this) and 5 deg canted lens to potentially provide 130 deg (diagonal) FOV. Unfortunately, not all software has been modified yet to support their non-parallel (canted) lens. Look mate, this is an open forum so please feel free to beat your little drum on it. Just don't expect everyone (including developers) to jump in and march to its beat, lol!
  8. I realise that this this FOV issue is important to you but I feel the tracking issues and controller compatibility are much more important to most. Personally I think the FOV is fine. It is at least as good, maybe even a little better than my Oculus Rift cv1. I had a friend who has a Rift S over the other day and he thought it was better than his. From my very basic understanding the potential problem with trying to squeeze every last micro bit of border coverage is that you may end up with a rainbow edge effect. Probably not worth it for a couple of degrees higher FOV. In any case I'm confident that Vive will review this, just in case it can make a significant difference.
  9. - Yes, started after I opted into beta. Also, there were a couple of viveport updates as well. -yes, restart and still get the error code. Even if I just close VR, and restart the console I get the same error code. I don't know but it almost seems the lag between starting the console and starting steamVR may be causing this. Who knows? - OK, done, Trace # 20191018182701 Man, that took over 30 minutes to generate. I kinda think you guys need to streamline this a little better. With my Oculus Rift there is a process that collects my logs and creates a zip file which I then email to support. That only takes a couple of minutes to generate and send in. Probably why they get so many reports, ha-ha!
  10. Since the 1.0.5 update (initially this was beta, now it seems to be final) every time I startup my Cosmos console I get the Error code 003 (DisplayPort cable is disconnected or no video stream detected). After a short delay it connects and works fine. I have reviewed the Cosmos manual/troubleshooting and have ensured that all my usb ports have the power saving feature unchecked and I have the latest nvidia gpu (gtx1080ti) driver 436.48. This only started to report this after I initially opted into the Beta and when I just tried rolling back it seems to have stayed on the same version. Since it does startup after ~10 seconds and then works fine it's probably not too important, just kinda annoying to see the warning and error 003 every time.
  11. Two thing you may want to try if you have not already done this. Go to your nvidia control panel, 3D settings tab and make sure on the top line you select to use your high performance nvidia gpu and, further down, that you select prefer maximum performance. You may also want to check the next tab physx and see on the picture if your DP is actually going from your nvidia gpu. Also, it sometimes helps to select your nvidia gpu instead of auto select. Not sure why you cannot get your laptop to work properly although it is not exactly a powerhouse system for good VR imho. You may want to consider a Rift S because it is a little less demanding. If you have any friends with one it may be worth asking then to let you try it out first.
  12. Plus I think you need a different battery for the Cosmos. Higher voltage, 21v. I believe adaptor kits w/battery should be available in the next month for ~$50.
  13. Thanks for your input but I honestly do not personally notice any significant FOV differences between any of the VR headsets that I have owned; WMR Dell, Rift cv1, Rift S, Oculus Go, and Vive Cosmos. They all seem fine to me. I don't like moving my eyes all over the place and I prefer to just shift my head. like I would do normally. Maybe one of the reasons that Tobi eye tracking never worked well for me. One positive thing I have noticed with my new Cosmos compared to my Rift cv1 is that the vertical FOV seems a bit larger. This means I do not need to shift my head up/down as much, lol!
  14. You are right Steve, it often depends on the Developer of the game/app. Unfortunately most that show any stick instructions do not include the Cosmos right now. Hopefully this will change soon. UPDATE: By hit-and-miss methods I have finally got change of direction in Origin by moving the thumb stick in the direction you want to turn, then pressing it down. Works pretty well and makes for strong thumbs, lol! This also works for some games like Nature Trek VR. BTW, that's a nice relaxing (and free with infinity) app to use after a hard day of trying to figure out how to use the Cosmos, lol!
  15. Maybe your current scope of support should be to at least provide SteamVR compatiblity asap. Thanks.
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