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Phr00t

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About Phr00t

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  1. I finally decided to try out this beta myself. The tracking was absolutely terrible. My hands were flying all over the place as I rotated my wrists, wobbling and only near where my hands were about 70% of the time. If Lighthouse provides 99% tracking accuracy, Rift S and WMR around 95% (within volume), Cosmos is 70% at best in this version. I'd say 1.0.9.6 was around 80% to 85%. I did clear tracking data and redid room setup, as I do with every update. This is the first time an update objectively is worse, which makes me wonder... is this just a little bug in this beta, or are w
  2. I noticed a new option in SteamVR when selecting the "Power" icon: reset seating position! This should take care of #2 and allow HTC to focus on #1 and #3. I'm glad the updates keep coming, although it is hard to know exactly how much better the tracking is, since much of the experience is pretty subjective. I still notice quite a bit of wobble when holding my hands out infront of me otherwise still (or while making small movements). Occlusion, as others have stated, is still pretty bad when trying to hold a rifle.
  3. I've been pondering a reddit post (linked below) that had a theory: in "low" lighting situations, the rings on the controllers are still at maximum brightness. The headset cameras adjust exposure to let more light in for the environment, but this causes the light from the controllers to bloom. The bloom effect makes it harder for the Cosmos' cameras to detect the edges of the controller lighting lines and determine the exact position of the controllers. This would explain the controller "wobble" when holding them still, and might be a factor in other tracking issues. The potential solution: ad
  4. "No Man Sky" playbook: really bad launch, but sticks with it and continues to update it into something worthwhile. That is what I'm hoping for!
  5. Same problem here. It actually kicked me off of BETA saying my private key expired.
  6. My priority for future updates: 1) Controller tracking wobble. When holding a controller still, the virtual controller should stay still too. This wobble even happens when the glowing controller ring is in clear view. What I do NOT want to see as a "fix" is reducing movement sensitivity, as when I move the controller a little bit (say, to aim a gun better), I need the controller to track that accurately. 2) Reset seated position. This is a highly requested feature still missing. 3) Allow the boundary lines to be completely invisible through the Lens configuration. Do not cap it
  7. I hope, at the very least, they continue to support the product with more updates (including significant tracking updates). If they wanted to add insult to injury to us "early adopters", HTC would consider tracking "good enough" and for the "newly adjusted" price.
  8. Leap Motion did it: https://github.com/SDraw/driver_leap
  9. Is it then likely we will be able to use our hands as SteamVR controllers with an update?
  10. First, I want to say thank you for continuing to update this device. I know there is a ton of negativity, but all we really want to see is this device live up to its potential. Keep the updates coming, please. I kept this Cosmos device and I'm trying it out as my primary VR headset. I definitely notice the reduced jitter on the user interface. This makes the headset tracking appear more solid. I enabled the "performance priority" mode, but not sure exactly what it does. Why wouldn't we always want this enabled? I always want to reduce processing overhead! Hard to tell if trackin
  11. There is an option that is disabled by default, which in my short testing, changing may have made tracking better. Curious on what other people think. Open this file with Vive Console and VivePort CLOSED and SteamVR NOT RUNNING: <viveport install directory>\VIVE\Updater\App\ViveVRRuntime\ViveVR\ViveVRServer\config\default.vrsettings Find the "externalPredictPose" section. Change "diablePredictControllerPose" from true to false, so it looks like this: "externalPredictPose" : { "enable" : true, "disableHMDVel" : true, "disableContro
  12. Tried out this beta update. Slightly better, but still pretty bad. These are the problems, in order of importance: 1) Controller and headset wobble. This can be easily reproduced by holding your hands out and making small movements with them. Rotating them slowly, or moving them back or forth, causes them to overshoot and/or wobble in place. They never feel solid. This makes shooting games hard to aim and the headset wobble contributes to motion sickness. This was a key factor in the scathing IGN review. 2) Controller occlusion. The controllers do really weird and unexpected thi
  13. Open up the configuration file located in <Viveport install directory>\VIVE\Updater\App\ViveVRRuntime\ViveVR\ViveVRServer\config\default.vrsettings Under "collisionBounds" and "camera" you'll see options for the color (RGB) and alpha (A). Try setting these to zero. Feel free to mess with other values in this area to get rid of the bounds.
  14. UPDATES! YAY! "Added fallback controller type" -- how does this work? Do I select a fallback controller type if a game doesn't have Vive Cosmos bindings? What controller type does it fallback to? @C.T.
  15. I've been comparing Cosmos tracking to my Samsung Odyssey+, which also uses inside-out technology. It only has 2 cameras to work with, and is much cheaper, so you'd expect less performance from it. If Cosmos could match my Samsung Odyssey+, I'd consider that a significant improvement. I do believe there is room for improvement over the current software; that isn't the problem... it is how good can it get and how long will it take to get there? I know you don't have the answer... I'm not even sure the engineering team does. I am thankful for the updates you've provided thus far, and h
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