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Glaucoma Predator

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Posts posted by Glaucoma Predator

  1. On 3/15/2020 at 12:25 PM, lenir said:

    i purchased the cosmos a few month ago but it has mostly just been sitting there since the controllers dont seem to be compatible with anything I wanted to use them on I was hopeing time would improve the compatibility but it doesn't seem this is the case now there is a newer cosmos and they have changed the description for the one i have to make it sound like it was never meant for gaming. is there anything I can do or am i stuck LOL any help appreciated.

     

    What are they not compatible with? I believe that you have the ability to remap controllers in Steam VR, might want to give that a shot.

    • Like 1
  2. I have had the chance to play with both systems as I own both of them. The last few days I have been comparing the two HMDs in VR. 

    Tracking aside, because we all know inside out will never compare to Light House tracking, here are some of the major differences, pros, and cons between the two HMDs. 

     

    Despite the Cosmos having a larger screen resolution over the Index, the Index image quality is much better. Not only is the Image in the index sharper, I also prefer the colour reproduction in the Index over the Cosmos HMD. 

    This disparity was very noticeable in Dirt Rally 2 2 when I was playing. In Dirt Rally 2 the Cosmos has blurry edges and it looked like I was looking through a Vaseline smeared lens, the colours where also washed out.

    DIrt Rally 2 in the Index was nice and crisp and the colours were crisp and natural. The detail was welcome in the Index, it allowed me to spot cars in the side mirror, I couldn't do that in the Cosmos. 

    The Dirt Rally comparison was kind of the worst case scenario. Other games the difference is less  noticeable.

    Note that for both HDMs I run the resolution @ 150% scale. Maybe the above is due to the lens differences between the two VR headsets. 

     

    I run the refresh rate on the Index @ 120hz, Cosmos @ 90Hz. For most games this is not a big deal, but there were a few instances where the fresh rate mattered, usually fast paced games. Overall I would say 90Hz is fine though. 

     

    The Index has a lot of God rays, I mean a ton lot. It's on par with the original HTC Vive, which I used to own as well. It's fine in a brightly lit setting but when there is a dark scene on the Index the God rays are very noticeable. 

    The screen door effect is less noticeable in the Index  I know the panels have some sort of coating in the Index. Having said this the Screen door effect is not very noticeable in the Cosmos either. 

     

    IPD adjustment is way easier to dial on on the Index, it's more precise. However the IPD slider is not as secure on the Index as on the Cosmos. Violent and jerky motions, like in boxing games, I have experienced the IPD adjustment slide on the Index, not so much on the Cosmos.

    Lens distance can be adjusted on the Index, not so much on the Cosmos. This is a nice feature, especially for immersion in VR. Cosmos lens positions is a bit further back vs the Index, this is probably to accommodate people with glasses.

    On the Index I have my lenses as close to my face as I can without touching any part of my face. 

     

    Overall comfort, I prefer the Index, not a fan of the halo strap, the sweet spot is much harder to achieve on the Cosmos. I like how secure the Index feels on my face. In games where you have to crawl around the Cosmos feels like it's going to fall off my head, this is not the case for the Index.

    This is a bitter sweet thought, because I do like the ability of flipping up the Cosmos HMD when I need to, but for more active games the Cosmos halo strap is a no go. I find that the Cosmos resting on your forehead allows for too much slippage and you loose your sweet spot too easily. 

    And loosing the sweet spot leads to more eye strain for me. 

    I find in order for the Cosmos to sit firmly on my face I really have to dial in the halo strap, this can become uncomfortable and cause pressure spots on your head. WIth the Index design I don't have to do this and can wear the HMD a little looser on the head due to the fundamental design difference between how you wear the two HMDs. 

    I have a big head and the Cosmos face plate/cushion has a better fit for my large round head. Also the nose flaps are better on the Cosmos, they let in a lot less light in between your nose and the HMD. These flaps are almost non existent on the Index. 

     

    Built in Audio is great on both HMDs. However with the Cosmos headphones I find it is harder to dial in the sweet spot, it's a very small spot. I am also experiencing an issue where one of the side headphones keeps popping up on me, this could be a defect on the Cosmos though, not sure about that.

    With the Cosmos headphone you are immersed and you can not hear any of the outside world. 

    The Index headphones sit a bit away from your ears, the sound is great, and the sweet spot for the audio is quite large. I like the idea of hearing a little more of my surroundings with the Index and the distance provides a nice level of comfort and you don't sweat on the headphones. 

     

    The HMD cable is lighter and thinner on the Cosmos, you might not thing this is a big deal but it does make a difference during game play. A lighter and thinner cable is much easier to manage and handle during Vr sessions. The Index cable is thick and heavier, not saying it's hard to manage, but it does bunch up more, and handling it during game play is nto as easy as it is with the Cosmos. 

    Breakout cable connector seems a little flimsy on the Index. I feel like I'm going to break the connector on the HDM side every time I plug the index into it's breakout cable. The Cosmos does not give me this anxiety. The Index cable feels more secure in it's breakout cable connection, not sure yet if that is a good or a bad thing. 

     

    All in all both HMDs have their Pros and Cons.

    IMG_20200319_005221.jpg

    • Thanks 2
  3. I paid $930 CAD for the Cosmos, I would expect HTC with a proof of purchase to offer us an Elite bundle upgrade for $300. 

    Seeing as the Cosmos Elite is going for $1200, buying a face plate and all the separate parts for $600+ CAD to upgrade is a rip off.

    We all got fooled by HTC buying the Vive Cosmos now it's time for them to set it right.

  4. My understanding is that the Index has pretty bad god rays. The Cosmos was ok for me, it did not bother me at all. Either way if I find the god rays are too much on the Index I will pick up a Pimax Artisian which has 120Hz refresh rate and a 170 degree FOV. 

    From MRTVs review it seems that the Artisian is closer to the Cosmos as far as the god rays are concerned. 

    I guess with the inside out tracking, ignorance is bliss, you don't know what it could be like until you try base station tracking. 

    I can tell you though I'm really looking forward to the 120hz + refresh rate and the knuckle controllers on the Index. 

     

  5. While the Cosmos has a nice screen and the idea of inside out tracking is appealing, the performance of the device is just not acceptable. 

    Being a day one adopter of VR and having bought and used the original Vive, this is nowhere near the the performance I expect from a VR HMD. 

    Yes the gradual improvements of inside out tracking are welcome, but the performance will never compare to light house tracking. 

    HTC is trying hard to remedy the problem but the only way to do that would be to do some sort of external tracking. 

    This is why...

    Index.png.2c0229a6f0d7642dfd781e250ddba260.png

    Maybe if HTC offers good pricing on upgrading the Cosmos to Light House tracking I might buy it and send the HDM to my brother but for now it will be sitting in a box collecting dust. 

    Because for the life no one want's this thing and I have tried to sell it for the last month and a half.

    HTC if you are reading this, yes you have improved the tracking. 

    But you need to go a step further, the default controllers are nice and going to light house tracking with the elite package as a consumer you are taking two steps forward one step back. 

    The controllers that come with the current package are far superior to the default HTC VIVE and HTC VIVE PRO controllers. They are even capable of competing with the knuckle controllers.

    So my suggestion to the Management/Engineering in the VR department is instead of light houses sell 2 custom 90+ hz external cameras with a good FOV that are capable of of low light and bright light performance. 

    Make them pair with wifi, or bluetooth. Then in conjunction with the inside out tracking on the HMD you can get your algorithm right. You will have many points of reference for tracking at this point. 

    Camera sensors are pretty cheap these days, every smartphone has one. 

    My $0.02

    @C.T.

    • Like 1
  6. First I have to say, i'm a very critical consumer, as an engineer and It professional I expect a certain standard of quality. 

    I was skeptical but after updating tonight this is a step in the right direction. 

    Bow and Arrow games are now playable, the controllers snap into view a lot faster, albeit there is still some drift with the controllers. 

    Over all thought the responsiveness of the tracking is much better from the last update. 

    Having said this I'm still getting a lot of drift in a particular game, "The Curious Tale of the stolen pets".

    The controller drift and HMD drift has not improved at all. 

    Please look into this, thanks.

    • Like 4
  7. The good stuff starts at 5:14

    Essentially they are using predictive algorithms to track your motions with inside out. 

    The two guys in look really uncomfortable during the interview, as if they know that they have screwed up releasing this product to market. 

    Save up for your face plate and base stations people. 

     

     

  8. On 2/12/2020 at 6:40 PM, stvnxu said:

    Hi @Glaucoma Predator,

    Apologies on the issue you're experiencing. Could you please submit an issue report through your Vive Console? Please type "rd_log_request" in your summary and provide me your trace # once completed. 

    This will send logs to our RD team to quickly identify the issue and support you. 

    Here is a post you can refer to for instructions on how to submit an issue report:

    Steve

    Ok I uploaded the logs, I have tried now in four different environments to setup room scale. Brightly lit at night, dimly lit at night, brightly lit during the day, and normally lit during the day. 

    I thought perhaps it was the lighting, but that seems not to be the case. 

    The Room is set outside of my setup room scale area. I can't play at all. 

    Trace No: 20200215212425

    image.png.fa1b8170b491ae948e264efca9a5264c.png

  9. On 2/12/2020 at 6:40 PM, stvnxu said:

    Hi @Glaucoma Predator,

    Apologies on the issue you're experiencing. Could you please submit an issue report through your Vive Console? Please type "rd_log_request" in your summary and provide me your trace # once completed. 

    This will send logs to our RD team to quickly identify the issue and support you. 

    Here is a post you can refer to for instructions on how to submit an issue report:

    Steve

    Ok will do this weekend. 

    Thanks

  10. On 2/5/2020 at 9:40 AM, stvnxu said:

    @Glaucoma Predator,

    The eng team got back to me about this. They'll need your logs to identify to the root cause of your issue to fix. If this is still occurring, please submit the issue report and share your Trace No with me after completion.

    The remaining troubleshooting option you can try is:

    • 1) Clear Environment information and redo room setup
    • 2) Power off everything, unplug 
    • 3) Try switch to beta line and perform a firmware update, than go back to Public line to perform another firmware downgrade by system. 

    If after doing above steps and the issue has yet to be resolved, then your logs are essential for us to troubleshoot on our end. 

    Thanks,
    Steve

     

    I have done as you suggested and now I have a different issue. 

    My play area floats out of my living room, and the floor is off by about a meter and a half. 

    I am unable to test the controller issue right now as I can not play. 

    I tried resetting the play area 4 times last night a rerun the chaperone and room definition and each time it does the same thing.

    Feels like a hardware issue to me. 

  11. On 2/6/2020 at 1:50 PM, beezqp said:

    And I repeat... if they delivered me faulty hardware that stopped working not even a month into using it, I am not having it fixed, and definitely not out of my pocket. I am protected by customer law and they are going to refund or replace it completely with a new one (although honestly soon it will be longer that I deal with the customer support than I had fun with this device, so I am not really sure I even want to have it anymore, it was terrible mistake to buy it). 

    Yeah my headset is having weird issues as well, I had a similar crash to yours. And now room scale is all messed up. I'm half way into the floor and the room is half outside of my play area. 

    Several resets and other things later no fix in sight. IMO it's a pi$$ poor hardware design that lacks the fundamental technology to be a functioning VR HMD head set. 

  12. On 2/10/2020 at 2:05 PM, Retsu said:

    All I ask right now is for people who extremely frustrated and angry is to take some time off from Cosmos. Please stop spreading misinformation like it's a broken hardware and such. The reason why the updates are slow right now is because Chinese New Year just passed and dev team was taking break with their loved ones. Now the Dev team is back and updates will continue. Also, I would like to remind everyone is that reason why Oculus Rift S got fixed in just few months - because Facebook has insane resources. Thousands and thousands of people were sending their feedback to them and thanks to this Oculus was fixed fast. Meanwhile we got statement "I don't have to help" here. Well, don't get surprised then if takes longer to fix. 

     

    Are you actually asking people that paid $1k for a gaming device to take time off it because they were sold an unfinished product?

    "Hey here is a car, I know you paid $20k for it and it's supposed to drive, but it doesn't yet. You see the primary function that you paid for, doesn't quite work."

    Sorry but no! I will spread the truth about this HMD all over the internet. And the truth is, this device is not finished and broken. Everyone should know about this, and they will. 

    I'm even prepping a YouTube review about it and going to post it all over social media. 

    • Like 2
  13. 3 minutes ago, A-Jey said:

    Nah, you get me wrong:
    I can't use a sensor solution.

    I need inside-out tracking.
    But I won't use a Rift-S because it's senseless with my IPD of over 72mm

    So the Cosmos is the ideal solution for me personally.
    Sure it's not finished and they have quite some work to do.

    But I've been aware of that before buying.

    I was aware of it as well, but I did not think it was as bad as it is. I was looking at reviews of the tracking and people seemed to be able to play VR bow/arrow games without issue on ...9.6. 

    That is not my experience however, when I do play bow and arrow games the controller tracking is lost on the side of the headset and it starts to drift through me, eventually ending up on the other side of my face. 

    I'm going to record this happening this weekend, via OBS and an external camera. 

  14. 3 hours ago, stvnxu said:

    @Glaucoma Predator,

    The eng team got back to me about this. They'll need your logs to identify to the root cause of your issue to fix. If this is still occurring, please submit the issue report and share your Trace No with me after completion.

    The remaining troubleshooting option you can try is:

    • 1) Clear Environment information and redo room setup
    • 2) Power off everything, unplug 
    • 3) Try switch to beta line and perform a firmware update, than go back to Public line to perform another firmware downgrade by system. 

    If after doing above steps and the issue has yet to be resolved, then your logs are essential for us to troubleshoot on our end. 

    Thanks,
    Steve

     

    I have done all of the above, except going to beta then back to stable. 

    I will try that. 

  15. 21 hours ago, A-Jey said:

    I personally don't care for the faceplate as some mention above.
    I bought a headset with inside-out tracking and this is what I want to use.

    So I don't see the developer road for inside-out at an end when the faceplate gets released.

    HTC got to get it fixed to a satisfying level.

    I'm not satisfied, it's not fixed, alpha product at best the way it is right now.

    Go play the original HTC VIVE that's a finished product, it can accurately track you in 3d space without lag or drift. 

  16. On 2/3/2020 at 6:35 PM, hamez88 said:

    This Forum is for beta version 1.0.10.4. and its clear by your posts in the past week and a bit that you are just here to have a whinge, and not a whinge with anything useful to say or point out, just a whinge for the pure sake of having one. If you want to please go to reddit/4chan or whatever sort of chat and do it there, not to mention the subtle insults to other users.

    Yeah and this beta version is terrible. It has worse tracking than 9.6. I'm not here to have a winge, I'm here to criticise the development practices of a company that released a product that wasn't finished. 

    Like I said beta culture, and comments like yours are proof of that. I for one, when I pay $1K for a device expect it to work. Maybe this is your first foray in to VR, but it's not mine. I know what I should expect of a finished product. 

    Also having an Engineering background, and having developed a device that uses optical tracking, I put in my $0.02 in regards to where I see the product going, which is nowhere. 

     

    • Like 1
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