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Klayburn

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Posts posted by Klayburn

  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. 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.

    • Like 1
  4. 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... 🙃

  5. 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.

    • Like 1
  6. @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. 

    • Like 1
  7. 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?

  8. 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!

    • Like 1
  9. 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!

  10. Here is what I am working with right now. I've got suspended ceiling in my basement and I was having some height issues.. I'm 6' 2" so everytime I tried to throw or overhand swing I would usually smoke my light fixture that was there. Remedied this by cutting a section out and removing the original light,  setup LED strip around the border then hung a shop light in between floor joists. The LED strip alone isn't enough to brighten the room to optimal but the shop lamp was almost overkill - covered it with a parchment shroud and it seems to diffuse the light a bit better. Set the cable up for overhead suspension. I use a circular rug to provide a bit of "tactile" boundary on my feet, if I step off it chances are good a thrust or arm swing will reach a wall. 

    playarea.jpg

    • Like 1
  11. Dang, That's really cool! I imagine that will provide some degree of versatility, being able to move it and adjust the brightness to suit your needs. 

    *I'm also a big fan of flip-up. Having to check your phone, or look at your keyboard, or react to anything IRL while you're fully strapped in is a breeze.

    • Like 3
  12. 6 hours ago, NRip said:

    Hi all,

    To be honest with you, i tested several games and the tracking is pretty good so maybe the room i'm in helps a lot, it's a small 6m2 office, my floor is dark and the walls are white , but there are a lot of objects around, I have a window on my right, I have, from time to time, a message especially at the end of the day on the lack of light but when it happens I turn on a halogen which is facing the helmet, but not at its maximum. When night falls I close the shutters of my window, and I light the halogen fully. I would post a picture of my location when I play so you can get an idea.

    I would definitely be interested in seeing a pic of your play area/setup. In mine I was able to change some things around in order to get the best possible light but I have a funny feeling the overhead light I use is slightly on the too-bright side - I'll post one also.

    Have a good day!

  13. Thanks for the response @stvnxu!! I definitely didn't think of it that way and it makes way more sense. 

    Rather than having to specifically custom tailor and fine tune for specific environmental conditions the adaptability of the Cosmos will make up for these differences and adjust itself accordingly. 

    Another great reassurance that you guys are on top of it and there are even more great improvements down the road!

  14. I was thinking about how much of a contributing factor the play area lighting, dimension and environment is to the overall tracking experience. It is likely the biggest factor from person-to-person in how well tracking performs. I believe I've seen some basic guidelines - well-lit (not under or over lit), clear differentiation between walls and floors, presence of some defining features. Is that as far it goes?

    I would be curious to know how many people bought the Cosmos, had a room that was slightly too bright or dim, and then assumed it was never going to track properly.

    It would be great if we had some type of specific guidelines (best light color temperature, bulb type, best possible brightness), or even better a utility to help Cosmos owners optimize their play area conditions, thus improving tracking. I've seen both sides of how it is detrimental, too dark and it doesn't see nearly enough, too bright and it washes out the contrast of the light rings. There are warnings in place that notify if the light is too high or too low, but finding the lighting "sweet-spot" is simply trial and error at this point.

    Just a thought!

    • Like 2
  15. Hello everyone! I've been lurking on these forums for a few weeks and figured it would be worth getting into the conversation. I guess I was looking to get in touch with other Cosmos owners and get a feel for where everyone was at. Reading some of the recent beta posts and news regarding "new" versions of Cosmos obviously has some of us feeling a little shaken up.

    I'm an early adopter of the Cosmos. Pre-ordered before anyone had released reviews or impressions on it. It was the breath of fresh air I was waiting for in the VR world, as other HMD's just seemed to be slight improvements or variations of each other - Cosmos was one of the first in my mind to attempt breaking the mold and trying something new.
    After receiving it at launch I was a little worried. My play area is in a basement bedroom and gets little to no natural light. Off the hop it wouldn't work given the low light but I was undeterred, installing new lights and modifying the space. The visuals were amazing, the HMD fit great, games became playable but tracking was clearly lacking. Any form of shooting game that required the use of two hands was not happening.

    From release up until now I have seen a lot of improvement to the tracking. At the time of writing this I can actually shoot a bow or rifle with both hands, with the controllers only occasionally losing position or jumping slightly if I'm completely still. I own games that were relatively unplayable in the beginning and now I'm having little to no trouble playing H3VR, Boneworks, Sairento, Blade & Sorcery and so on. 

    Just wanted to thank the dev team for their work so far, and to keep refining and improving the experience. I have zero issues with the Cosmos aside from controllers getting jumpy and occasionally missing a long range shot or two. If we keep seeing continual improvement I imagine a lot more people will be standing by HTC inside-out tech. Throwing more money at my system for a tracking upgrade isn't ideal at all. 

    TLDR; Cosmos tracking was awful at launch, I've seen tracking improve a great deal since then. Will be standing by for more updates. Will not be spending an arm and leg for SteamVR Faceplate + 2x Basestation + 2x Vive Controller. First post!

    (Shoutout to my fave contributors on here - A-Jey, I'm loving your optimism and ride-or-die Cosmos mentality, you've inspired me to stick with the Cosmos on this journey, buying a different VR or spending more isn't an option. And TomCgcmfc, you are a true realist and I agree attention needs to be brought to the Cosmos' shortcomings, the pricepoint of it was no joke and we deserve to feel fully satisfied with the purchase.)

    @C.T. @stvnxu

    • Like 8
    • Thanks 1
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