Jump to content


  • Content Count

  • Joined

  • Last visited

  • Days Won


Phr00t last won the day on October 26

Phr00t had the most liked content!

Community Reputation

11 Good

About Phr00t

  • Rank

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. Nothing was of my particular interest in the changelog. I'm looking for: Controller tracking improvements and stability A method to disable the vignette, or just see it gone altogether (like the Vive room setup transition screen) I'm glad you are addressing other issues, but the above two are what I'm waiting for before doing any significant testing. My "what I want after that" is: Better reprojection that uses the depth buffer. The current <90 FPS reprojection system creates significant artifacts and isn't tolerable. Less CPU intensive overhead with the compositor (which has to run on top of SteamVR's compositor)
  2. Another interesting tidbit: the collision bounds ignore the vignette, so you can see them beyond the game scene. The scene should go right up to where the collision bounds render.
  3. In regards to wandering controllers in the virtual world while being held completely still in the real world: my battery life meters show full. My Odyssey+ controllers in the same lighting conditions are rock solid. It is possible a more ideal lighting situation would improve controller tracking, but we have to ask ourselves... how ideal does the lighting conditions have to be for acceptable Cosmos tracking, when significantly cheaper VR systems handle the same lighting conditions far better with fewer cameras? I'm hopeful HTC is continuing to improve in this area, because they need to. Glad it is working acceptably for others, though.
  4. Just got done testing v1.0.7.1. Tracking has been improving in v1.0.5, v1.0.7 and v1.0.7.1, but I wouldn't consider it acceptable yet. One thing not listed in your "controllers" section that contributes to perceived "bad tracking" is how much they move in the virtual world when held completely still. If I hold my controllers as still as possible, the controllers will slowly wander around the general area. Getting the scene to render to the horizontal ends of the LCD panel would maximize the field of view possible, so I'll keep watching for at least an option to do so. Ultimately, I have extended my return window by getting a used Cosmos because I like what I've been seeing so far. However, if after this new return window nears its end and tracking and field of view is better on my Odyssey+... I'd really hate to give up on it, but I think I'd have to. The hardware seems so solid and was really what I've been looking for. If we can get those things cleared up, I'd keep it, share why I think it was worth keeping, and then I'd love to talk reprojection. 🙂
  5. The facial padding and flip-up design makes it difficult to maximize the field of view. Try pressing the headset to your face to get your eyes closer to the lens. I'm sticking with v1.0.7 for now. Both the tracking and field of view seem better to me. Looking forward to more improvements, though.
  6. This update is definitely a step in the right direction. There is a noticeable improvement in tracking and field of view (which I report in more detail here). More improvement could be made in both areas, although tracking has further to go. I think the biggest problem with tracking, at least for me, was controller obstruction. They wiggle and get stuck quite a bit when crossing paths, but it is better than v1.0.5 was. Headset tracking still had a little wobble to it. Anyway, much more hopeful this thing can be fixed and looking forward to more updates. I'm keeping the Cosmos for a little while longer.
  7. I like the improvement made here! Funny enough, my original FOVTester broke, so I actually had to write another one really quick (I'll get it up on github, full source, in the next day or two). Screenshot above, where you can see the measurement taken of the crosshair just getting lost in the vignette to the left. My Odyssey+ can get the crosshair to about 50 or 51. I think we can get the Cosmos to 49 or 50 (which would give us another 2-4 degrees total horizontal FOV) by simply disabling the vignette altogether. This is a perfect example on how you can increase the field of view of a headset with simple software updates! I hope this motivates your team to squeeze just a little more out here.
  8. Yay, updates! Thank you for following up. Looking forward to trying these updates out in a few hours. However, "Optimized the camera passthrough vignetting to better align and render safety boundaries" sounds like vignette changes were only made to the passthrough camera. Perhaps the issue was misunderstood -- the passthrough camera mode reveals how much more there is to see, and how much more field of view is possible with the device while in a game. If the vignette is pushed back in passthrough mode, it should be pushed back in SteamVR too.
  9. I see there is a checkbox in the Vive Console for "Motion Compensation". I'd like to know a little more about the method the Cosmos uses, since I presume it isn't using the SteamVR compositor or its methods. SteamVR has "motion smoothing" and "reprojection". Windows Mixed Reality has motion vector reprojection. Oculus has asynchronous time and space warp. There is a good article here: https://uploadvr.com/reprojection-explained/ ... that explains the different methods. A great image at the bottom summarizes the technology. Where does the Vive Cosmos lie on this image? Oculus and Windows Mixed Reality are known for great reprojection. I've noticed quite a fair number of artifacts using the Vive Cosmos here. I know your engineers plates are quite full, but is this an area being looked at for improvement? @Synthesis
  10. If you want to read more about the tool and its reception years ago, see the reddit announcement of it. People did their best to nitpick it, but it was also well defended. It is really just a simple tool, and there are other old ones that would probably give similar results (like this one). If you want to read more about increasing the field of view by adding to the outermost areas, see how Microsoft researchers did just that and reduced motion sickness. Many factors go into field of view, yes. However, the Vive Cosmos could remove one of those significant limitations (LCD utilization) to their field of view with a software tweak or option here. I don't expect developers to march along, but I also didn't expect being called a troll for bringing up, documenting and demonstrating this issue.
  11. It is clear by the status update above that tracking issues are being worked on, so I wouldn't be worried that is being overlooked. As I said in the other thread, you need to actually measure the field of view with a tool instead of relying on subjective "looks fine to me" sentiments. Oculus headsets are not known for impressive fields of view, so subjectively comparing to those isn't saying much. This "rainbow edge" you are concerned about is visible in the passthrough side of the screenshot I provided (seen here). It is clear the rainbow effect is extremely minor, and considering it is just on your far periphery, it will be almost impossible to notice let alone be bothered by it. However, significant encroaching blackness on your periphery is noticeable and leads to that well known binocular effect. At the very least, it should be an option to increase the field of view (by removing the vignette to the passthrough borders), because otherwise it is very noticeable comparing to my Odyssey+ (both subjectively and measured).
  12. Thank you for the update and timetable. My return window is early November, so I should be able to evaluate these changes. I will be optimistic that "optimizations and improvements not mentioned here" refer to the field of view issues, which I'm looking forward to just as much as tracking improvements.
  13. PLEASE share this image with your developers, it proves and explains everything:
  14. You really need to use a tool to quantify field of view, and I did. You can use the linked tool above to do your own test on all SteamVR headsets. Turn your head until the crosshair on the floating box ahead disappears. Do it for all directions and measure the difference. 95 can "seem fine" but is disappointing if you are suppose to be getting 110, or at least results from cheaper headsets. Simply using more of the LCD panel could be an effective solution.
  15. There is some hope here! Looking towards the right of the right lens, and left of the left lens appears to show a section backlit by the LCD panel, but NOT rendering anything due to the vignette. If this vignette could be disabled, it should offer a significant jump to the field of view.
  • Create New...