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Found 21 results

  1. IVE Cosmos Beta 1.0.8.8 – Beta Release Notes Released December 2nd2019  [Tracking] HMD Improved the dynamic jitter UX Refined the tracking indication timing during room setup Controller Improved tracking of punching movement in boxing games Optimized tracking of throwing actions [Runtime] Fixed IPD display no showing up during tracking indication Fixed GPU memory leak [Vive Console] (BETA) Added support for “Performance Priority mode” in Settings/Video to improve headset display experience Rename executable file to prevent a bug where “Call of Duty: Modern Warfare” wouldn't run due to a filename keyword filter. [Room Setup] Updated localization strings for resetting room setup and adjusting the headphone position.
  2. Is there a way to get access to the exterior comos headset model/cad? I would like to change the removeable facemask shape/material (between lenses and face). I would also like to create custom add-ons to replace the face mask with the cameras. Creating potential use in different tracking environments other than the inside-out and lighthouse tracking. Perhaps using the USB interface or if it's accessible enough the proprietary connection. This would so be for research/personal use. Any help on the best direction to take would be helpful. Thanks
  3. VIVE Cosmos 1.0.8.5 – Beta Release Notes Released November 26th 2019  [System] Improved system stability for use over longer durations. [Tracking] Controller Optimized tracking trajectory for boxing style movements and archery games. Support simultaneous movement of occluded and non-occluded controller within the headset's field of view. [Vive Runtime] Added fallback controller type, support added from SteamVR Beta 1.9.4 onwards. [Vive Console] Solved a bug where the HMD firmware update might be interrupted during a software update. Synced camera pass-through settings with Lens. [OOBE & Room Setup] The how to wear the headset video now lets the user know they don't need to take off their glasses. Room setup can be triggered when in an untracked state by a long trigger press for 2 seconds (previously 3 seconds). Improved the OOBE flow when requesting a GPU driver update.
  4. VIVE Cosmos Beta 1.0.7.1 – Beta Release Notes Released 30th October 2019 [Tracking] - HMD Reduced tracking jitter when using VIVE Wireless Adapter. Fixed a bug where the too bright/low light toast notification wouldn’t show up. - Controller Improved near-HMD tracking jitter. [Room Setup] - Updated the environment UI around the animations for the room scanning step. - Fixed the null button UI bug for Chinese (Traditional/Simplified), Korean and Japan languages. [ViveVR Runtime] - Origin no longer is forced as the default home environment. - Added Non-HDCP HMD error message, a bug affecting certain laptops with an Nvidia GPU, now separately reported as Error Code 220 (previously aggregated with Error Code 210). - Updated low light notification strings for Dutch, Danish, Finnish, Norwegian & Swedish languages.
  5. I am looking at buying the Cosmos but I couldn't find a clear answer if the Cosmos can use base stations for tracking. Is this a current feature of the Cosmos or is it a planned feature? @Synthesis
  6. Anyone having the lag or graphics issues when in game and you click the vive symbol, opening the bubble menu (sorry that I don’t have the names for the menu options but certain everyone knows which menu I’m referring to). I noted in three different games now that opening the menu by accident or otherwise severely stalls out and/or temporary freezes the background game. A few times, it’s resolved itself with only minor screen pixelations or images/frames appearing + disappearing rapidly to the sides of the viewable area. Other times, the game stopped responding entirely and I ended up starting a different game and shutting down the frozen one. Just wondering if anyone is experiencing these issues? OR If it’s my new computer? >my computer specs< Intel Core i5-9400f 2. 9GHz 6-Core | Intel B360 Chipset | 8GB DDR4-3000| 1TB HDD | Windows 10 Home 64-bit AMD Radeon RX 580 4GB Video Card | 1x DVI | 1x HDMI | 2x DisplayPort 5 x USB 3. 1 | 2 x USB 2. 0 | 1x RJ-45 Network Ethernet 10/100/1000 | @stvnxu
  7. VIVE Cosmos Beta 1.0.8.3 – Beta Release Notes Released 11/18/2019 [Tracking] HMD Room Setup will no longer be blocked by the high brightness notification. Improved tracking experience during dynamic movements when using VIVE Wireless Adapter. Controller Improved lower side tracking performance [Runtime] Fixed a bug where the boundary would not be triggered when the controller is static. Fixed bugs where Origin would behave abnormally when set as the default home environment. Fixed vignette setting can only be on/off on pass through but now also work on content to address Phr00t’s feedback [Lens] Fixed an issue where multiple transitional animations would occur when launching content. Improved controller pointer behavior when using Lens. [Origin] Updated environmental sounds and refined the tutorial.
  8. One thing I haven't noticed other users bringing up as much - is how much light leaks into the HMD! I am lucky to see any at all on my original Vive - but on Cosmos light leaks from below where the rubber flap is meant to conform to users nose(?) I guess that's what it is meant for. Light leaks in through there from beneath...doesn't on Vive. From top it seems to leak right in onto the LENS?!? how did that get missed? it somehow comes in from behind if there is a light source above and behind you from something like ANY ceiling light you might be standing under or behind you. Has anyone mitigated this somehow?
  9. VIVE Cosmos 1.0.7.1 – Release Notes Released 31st October 2019 [Tracking] HMD: Improved low light tracking, with better prediction during fast movements. Fixed a bug where the too bright/low light notification would not show up. Enabled VIVE Wireless Adapter compatibility. Known issues: You may experience performance issues on older & lower end CPUs. We are working hard to improve this in the next release. If you experience connectivity, audio or display issues, please disable USB power management. Please note Cosmos requires a new 21W power bank, the connection cable for Cosmos, Velcro clip, and a new pad to attach to the headstrap. Due to the new inside-out tracking on Cosmos and other features, the headset draws slightly more power than the current Vive Wireless Adapter battery can support, so this new battery is needed to power this headset wirelessly. In addition, Vive Cosmos processes all the camera tracking data solely in the headset and never sends the visual tracking data to the PC. While this means we are securing user privacy in their play space, this approach results in a higher headset power consumption. Controllers: Improved low light tracking stability. The minimum brightness requirement for reliable tracking is now 60% lower. Improved high brightness tracking stability. The controllers will now track much better against a bright background, such as windows and studio lights. Improved prediction models for the case when a controller exits the headset’s field of view (FOV). Positional recovery is now faster and more accurate when returning into the headset’s FOV. Improved tracking close to HMD. Optimal range is now reduced up to 10 cm/4 inches from the HMD. Improved slow movement occlusion tracking prediction, which will help with content where the controllers are frequently occluding one another. Improved the tracking algorithm to be better at ignoring other Cosmos controllers and patterns that may resemble the Cosmos controller, especially when the connected pair are out of the headset’s FOV. *We will be continuously improving all aspects of the tracking algorithm in future updates. [ViveVR Runtime] Fixed Error Code 210 runtime bug. Non-HDCP errors on certain laptops caused by old Nvidia V-BIOS identified, notably on some MSI laptops. It will now be separately reported as Error Code 220 (previously aggregated with Error Code 210). If you encounter this on an MSI laptop, please reach out to MSI Technical Support for an updated new V-BIOS. Fixed a bug with the play area boundary transparency settings and fine-tuned its appearance behavior. Optimized the camera passthrough vignetting to better align and render safety boundaries. Added error logging and troubleshooting for SteamVR compositor crashes, installation path and cases involving Safe Mode. Improved mapping of error codes for edge case situations. VIVE Origin is no longer forced as the default home environment. Optimized tracking pose prediction to improve visual experience. Resolved an issue where the IPD display would sometimes show when the HMD was moving quickly. Updated low light notification strings for Dutch, Danish, Finnish, Norwegian & Swedish languages. [VIVE Console] Fixed a bug where the DisplayPort connection errors would pop up before the connection had time to stabilize. Added Beta Release Notes and a link to all VIVE Cosmos Release Notes. Fixed registry issues caused by switching Windows accounts and installation changes. [OOBE & Room Setup] Fixed a bug where a transparent window would appear during setup when the HMD was connected. Fixed a bug where UI elements and Russian fonts were displayed incorrectly at 4K monitor resolution. Improved the animation explaining how to put on the HMD during setup and updated the Cosmos Setup shortcut icon. Updated and improved the animations and instructions for Room Setup. Updated the environment UI around the animations for the room scanning step. Fixed the null button UI bug for Chinese (Traditional/Simplified), Korean and Japan languages. [Lens] Improved the accuracy of the Cosmos-compatible filtering behavior. The Lens will no longer prevent launching of incompatible or unoptimized Cosmos titles from your Library. Instead, a warning icon will be displayed on top of thumbnails for titles that may not be compatible with Cosmos. However, it will launch properly. Added “New Releases” store carousel on the VIVEPORT page. Added support for limited-time trial content and ability to correctly indicate its access permissions. Added language support for Italian and Russian. Fixed bugs with French voice output. Next Update (Mid-November Beta) We are continuing to work to improve our tracking. To get access to future releases earlier, you can opt-in to our Beta program. Our next update targeted for beta in mid-November will work to improve the following scenarios: HMD: Further improvements in jitter reduction in low light environments. Improved wireless experience on older and lower end CPUs. Controllers: Improved controller occlusion tracking to support two-handed “rifle mode” in shooting games. Optimized tracking trajectory when a controller exits and re-enters the HMD’s FOV. This will improve content that involve the controllers frequently going behind the HMD or experience large amounts of swinging, such as racket & melee-based games. Better alignment of right and left controller tracking pose behavior after being near the HMD.
  10. The Vive Cosmos Beta has been updated to v1.0.7 via the Vive Console's beta release program. You can refer here if you wish to join the Beta program. Please use the software updater to keep your software up to date, and refer to below software change list to reference what's changed. Reply to this post if you encounter any issues, but also refer to “How to report issue through Vive Console” post to send back the logs with your feedback NEW UPDATE as 10/30/19: VIVE Cosmos - [Beta Release Notes: 1.0.7.1] Click link to be redirected to new post for release notes: https://forum.vive.com/topic/6788-cosmos-beta-release-1071/ VIVE Cosmos – Beta Release Notes 1.07 [Tracking] - HMD: 1. Improved low light tracking, with better prediction during fast movements. 2. Reduced tracking jitter when using VIVE Wireless Adapter. - Controllers: 1. Improved low light tracking stability. The minimum brightness requirement for reliable tracking is now 60% lower. 2. Improved high brightness tracking stability. The controllers will now track much better against a bright background, such as windows and studio lights. 3. Improved prediction models for the case when a controller exits the headset’s FOV. 4. Positional recovery is now faster and more accurate when returning into the headset’s FOV. 5. Improved near HMD tracking, up to 10 cm/4 in from the HMD. 6. Improved slow movement occlusion tracking prediction, which will help with content where the controllers are frequently occluding one another. 7. Improved the tracking algorithm to be better at ignoring other Cosmos controllers and patterns that may resemble the Cosmos controller, especially when the connected pair are out of the headset’s FOV. *We will be continuously improving all aspects of the tracking algorithm in future updates. [ViveVR Runtime] - Fixed Error Code 210 runtime bug. - Error Code 210 on MSI laptops identified. Affected users should reach out to MSI Technical Support to get an updated new V-BIOS. - Fixed a bug with the play area boundary transparency settings and fine-tuned its appearance behavior. - Optimized the camera passthrough vignetting to better align and render safety boundaries. - Added error logging and troubleshooting for SteamVR compositor crashes, installation path and cases involving Safe Mode. - Improved mapping of error codes for edge case situations. - Optimized tracking pose prediction to improve visual experience. - Resolved an issue where the IPD display would sometimes show when the HMD was moving quickly. [Vive Console] - Fixed a bug where the DisplayPort connection errors would pop up before the connection had time to stabilize. - Added Beta Release Notes and a link to all VIVE Cosmos Release Notes. - Fixed registry issues caused by switching Windows accounts and installation changes. [OOBE & Room Setup] - Fixed a bug where a transparent window would appear during setup when the HMD was connected. - Fixed a bug where UI elements and Russian fonts were displayed incorrectly at 4K monitor resolution. - Improved the animation explaining how to put on the HMD during setup and updated the Cosmos Setup shortcut icon. - Updated and improved the animations and instructions for Room Setup. [Lens] - Improved the accuracy of the Cosmos-compatible filtering behavior. - The Lens will no longer prevent launching of incompatible or unoptimized Cosmos titles from your Library. Instead, a warning icon will be displayed on top of thumbnails for titles that may not be compatible with Cosmos. However, it will launch properly. - Added “New Releases” store carousel on the VIVEPORT page. - Added support for limited-time trial content and ability to correctly indicate its access permissions. - Added language support for Italian and Russian. - Fixed bugs with French voice output.
  11. pre ordered vive cosmos to get 12 months Viveport infinity but no code in the box. Now getting the run around. retailer says talk to htc vive, vive say talk to retailer. complete pain
  12. Since geforce update 10/22, my cosmos is shutting down every 10min Someone else has this issue?
  13. Depuis la mise a jour GeForce du 22/10 j'ai mon cosmos qui s'eteint et se rallume tout seul...je suis le seul a avoir ce probleme?!
  14. The Vive Cosmos Beta has been updated to v1.0.5 via the Vive Console's beta release program. Please use the software updater to keep your software up to date, and refer to below software change list to reference what's changed. Reply to this post if you encounter any issues, but also refer to “How to report issue through Vive Console” post to send back the logs with your feedback. Make room setup more robust under low light condition Improved low light tracking experience Resolved audio no sound for the some PCs Fixed pop up toast did not disappear issues Updated multiple languages strings (Room setup, OOBE, Origin, Vive Console) Optimized wireless tracking quality
  15. After some side by side comparison with my friend Rift S We have come to the conclusion that the cosmos controller suffer from a lot of lag when you move them. They do not stay at the same place as the controller in real life but instead they 'follow' them.
  16. In french: le probleme du Cosmos est le recentrage Qd on apparait dans bcp de jeux on est décentré, hors champs...dc du coup injouable Ca serait bien de regler ce probleme avec un bouton recentrage, un peu comme sur psvr ou oculus... Merci aux developpeurs de bosser sur ce point
  17. Hello. Will the Cosmos ever be able to handle focus diameter improvements? Is it a hardware limitation or can software widen the area of focus? Currently with latest beta patches (Oct 8th) about 20% of the distance away from middle towards the edge picks up blur and at 30% you have to turn your head to keep any detail. The CV1 you can get to 80% before focus degradation starts to creep in. This allows you to do things like read messages on screens with your eyes which is pretty nice. In Cosmos currently, even if you are watching the big screen in the viveport library, you have to turn your head to focus on each title separately below. Even looking at the middle of the preview screen which is kinda far away, you can't look at the edges of the preview display without turning your head a lot. Looking forward to hearing if this narrow area of focus is an intentional 'feature' to increase the clarity of just that region, or if this is a known issue that is planned on being resolved. (I wrote this entry spanning my entire monitor with only moving my eyes. It was pretty nice) Thanks!
  18. I'm trying to use the Hand Tracking feature on the Vive Cosmos but SteamVR says that it does not detect any camera for this device. And it doesn't even recognize it as a Vive device. What's shall I do? Thanks
  19. There has been quite a bit of speculation on the types of cameras used on the Cosmos. Windows Mixed Reality and Oculus headsets reportedly use IR cameras, while the Cosmos uses RGB cameras. IR cameras are known for better low light performance. Many report poor exposure and dynamic range with the Cosmos RGB cameras while using them as a passthrough, which may explain why the headset has so much trouble with lighting conditions. If the root problem is the type of cameras used, then this can't be solved by software fixes, correct? Is there anything the team can say to assuage worries that core problems with Cosmos tracking can be resolved via software fixes, specifically addressing the types of cameras used on the Cosmos?
  20. Hi all ! You can read all sorts of contradictory information on the internet. Is the Cosmos optimal for playing Beat Saber, especially tracking ? And the weight of the controllers ? I have pre-ordered the Cosmos, but I'm getting a little scared. T_T
  21. How long is the cable for Cosmos? Any limits on cable extensions? Any adapter kit required for using the wireless adapter? (I pre ordered based on Vive's reputation despite a huge lack of details on the specs.) @Synthesis
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