Jump to content
 

Klayburn

Verified Members
  • Content Count

    23
  • Joined

  • Last visited

Community Reputation

26 Excellent

About Klayburn

  • Rank
    Explorer
  • Birthday 05/19/1986

Recent Profile Visitors

60 profile views
  1. Hahahaha, I agree with you there @lamyipming. Nicely done @Toro for thinking outside the box. It's truly a sad day if Cosmos owners have to resort to an OpenVR workaround just to get good tracking. We shouldn't need workarounds and hacks to experience what aiming properly should feel like. Will definitely give this a try though to see its effect on two-handed accuracy.
  2. Agreed!! I think a lot of vanilla Cosmos users would consider an upgrade package that included ET Faceplate, 2 x Controller, 2 x Lighthouse - especially if upgrading didn't cost as much as the Cosmos in the first place. I originally thought upgrading would lead to just shelving your inside-out controllers forever but it would be interesting to unlock the full versatility of Cosmos. Having your home play space configured with permanent precision controls AND being able to swap faceplates, taking the Cosmos to share with friends or family using inside-out tracking. Best of both worlds.
  3. Just to close the loop on this problem - fully uninstalled Vive drivers, Vive Console and Viveport. After reinstalling fresh I have not had any further issues connecting or powering on.
  4. Thanks @timepants I'll be sure to give that a try. It seems to be a USB recognition issue, where I've unplugged or replugged different devices and the headset refuses to connect afterward. I've actually got it to turn on properly a couple times through sheer luck but after a restart I'm back where I started. I've been going back and forth with Vive support so hopefully that will shed some light on this issue.
  5. Just fired off another report and set of logs, Trace No: 20200512140917 @C.T.
  6. And yes! Cycled the link box a few times now. Fully unplugged from the wall, removed cables, let it sit for a while. Hooked cables back up, tried different USB ports, still same result. Sequence I'm getting from Vive Console is: Turning On -> Checking -> ERROR... 🙃
  7. Unfortunately I do not, that would have been good to copy down after I submitted the report. Let me know if it would be better to submit another report and post the trace number here. Thanks for getting back to me!
  8. Hey guys. In the last week I've started having connection issues when powering on the Cosmos. Red light is on, side of the headset, but Vive Console reports headset is not connected. Getting error # 200 and error #201. Checked all connections of link box to pc, link box to HMD, checked cable for any twists or breakages. Restarting computer and changing USB ports has no effect. I haven't had a single issue powering it on since getting the headset last year. Already submitted error report via the console, any insight would be greatly appreciated! @C.T.
  9. @NRip I can definitely agree with how you're feeling regarding Alyx. I'm about 4 hours in or so now and it's been great on the Cosmos. Highly immersive level of graphics, resolution and framerate on the HMD. The minor inside-out tracking issues with the Cosmos are overshadowed by the level of optimization Valve has put into the game's tracking. My hands will occasionally take a moment to get in front of me if I've kept them fully down by my sides, but regarding movement, aiming, combat and manipulating objects I've yet to be disappointed. A good gauge I've been using for any game's tracking is the "sweatiness" level when in weapon combat: If I can't reload or aim my gun properly the frustration soon follows, you panic and die, left sweaty and angry at tracking. If I can smoothly switch weapons, reload, aim for headshots - then I am enjoying the experience. The latter directly applies to playing Half Life: Alyx on Cosmos 👍 As for graphics options I've just stuck with the detected default (second from highest I believe), I may play around with it on the second playthrough but at this point it's run flawlessly.
  10. Thanks for the great info @spike50002, it's good to hear there are minimal issues with the Elite. I'm very happy with the resolution and display of the Cosmos, with the accurate tracking of the Elite I imagine it's a solid combination.
  11. Hey @Tindelltech! As far as I know there hasn't been an "upgrade kit" type bundle offered for existing owners of the Cosmos, yet. Only choice at the moment is to buy the additional components piece by piece ($200 for the External Tracking faceplate, $184.99 x 2 Base Stations, $179.99 x 2 Vive Controllers. Grand Total = $930) Obviously that price point is a little absurd, just about hitting the full price of $939 for the Cosmos.. To answer your other question - Yes, we are feeling a bit raw regarding the release of the Elite and the state of the Cosmos tracking right now. A common sentiment I've seen is that had we known that a better, similarly priced option of the headset would come out we would have waited. I've recently checked out the product page, comparing the various Cosmos models. This is the description for the model most of us own.. Optimized inside-out tracking. Tailored for learning, fitness and creative works. The Cosmos was never marketed to me as a learning, fitness and creative headset - to me that sounds more in-line with an AIO HMD like the Oculus Quest. I always thought that the Cosmos was supposed to be the latest-gen, best tech that HTC could offer - for VR gaming. To HTC's credit the tracking has improved a lot, making the unplayable playable, but it's still not on the same level of accuracy as external tracking. The strategy going forward for myself is this - Be Patient or Spend More Money. Upgrading tracking is ridiculously pricey right now, so patience it is. Already seen a few people on here that have pulled the chute and bought an Index. @stvnxu, @C.T. Any whispers of an upgrade kit on the horizon?
  12. I haven't seen it affect tracking one way or another. It's a poster with a clear plastic cover, it does have plenty of scuffs and scrapes now thanks to some wild controller swings lol
  13. 1.0.10.7 Public. Apologies Tom, reposted in the proper thread/version. I'm still kinda new around here.
  14. Games with two-handed poses see improvement - For bows I tested Apex Legends, Blade and Sorcery and Longbow in The Lab. For rifles tested H3VR, and Boneworks. Bows were much less jittery and had better accuracy, with only occasional controller drift and position loss. Rifles were steadier, could actually hit a target through a scope (impossible at launch). Occasional position loss and slight delay when "leaving" locked pose I personally saw some improvement to headset jittering, was previously noticing it during load screens or in slight movement when standing still ingame, a bit smoother now. +Controller position will lock in place every once in a while, either low at the sides or high, but is quick to regain actual position All in all - another great step in the right direction. Thanks guys!
  15. I definitely agree with predator on his assessment. Games with two-handed poses see improvement - For bows I tested Apex Legends, Blade and Sorcery and Longbow in The Lab. For rifles tested H3VR, and Boneworks. Bows were much less jittery and had better accuracy, with only occasional controller drift and position loss. Rifles were steadier, could actually hit a target through a scope (impossible at launch). Occasional position loss and slight delay when "leaving" locked pose I personally saw some improvement to headset jittering, was previously noticing it during load screens or in slight movement when standing still ingame, a bit smoother now. All in all - another great step in the right direction. Thanks guys!
×
×
  • Create New...