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Found 3 results

  1. 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!
  2. 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?
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