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HTC VIVE Cosmos has launched - specs, reviews and impressions

RuneSR2
Grand Champion
Moved this post from another thread - Cosmos deserves its own thread. And Cosmos is out - I kinda like the music, lol:

https://youtu.be/RmI8mLskRXs

https://youtu.be/5vkqM1hhs3A

$700 (includes free 12-month VIVEPORT Infinity membership,worth $99):
 

https://www.vive.com/us/product/cosmos/

So no phoneVR, but something much better:

Wireless Adapter
Untethered virtual reality is here. Remove cords from the equation. Move freely. Get powerful visual and audio transmission at 60GHz. Featuring Intel® WiGig technology. 
*Sold separately.
Thus untethered is still 90 Hz, but transmission is done at 60 GHz. 

And HTC did what Oculus failed to do - they've added support for external sensors too, this could be the most awesome tracking options ever made - this may also help HTC not getting a lot of criticism in case inside-out isn't working perfectly (like Rift-S in the beginning):

External Tracking Mod
Lighthouse tracking support. Combine the precision of Lighthouse tracking with the flexibility of VIVE Cosmos with this novel mod. Coming soon.
*External Tracking Mod sold separately.
*SteamVR™ compatible base stations and controllers sold separately.
Full specs:

w3q12x108wyk.jpg

Cosmos places itself between Rift-S and Index, probably a very smart move. You can upgrade the tracking to probably be better than Index, but you won't get the Index fov and refresh rates - and you won't get the Knuckles. 

Regarding the hardware Cosmos looks much better than Rift-S, but it's also nearly twice as expensive. And Oculus has a lot of exclusive content. Tracking and controllers may win greatly compared to Reverb, but of course Reverb still has the better res. 

Cosmos res is 33 % higher than Rift-S. And 6% higher than the Index. 

Oculus Rift CV1, Valve Index & PSVR2, Asus Strix OC RTX™ 3090, i9-10900K (5.3Ghz), 32GB 3200MHz, 16TB SSD
"Ask not what VR can do for you, but what you can do for VR"

434 REPLIES 434

hoppingbunny123
Rising Star
the bottom line is the major reason i would think for the slimming down at these companies, money problems. you take a slim consumer base, very few customers, and make ultra expensive vr headsets from 4 or 5 companies and now your stuck with where is the money coming from?

that and people in the vr news forums i frequent, vrupload, roadtovr, shuts down the goodness of the vr like the quest in favor of the index, which is over 1 grand where i live and isnt even on sale here yet means you need a 1000+ headset to brag about owning a vr headset with confidence. the amount of people ready to pony up a grand + for what amounts to a toy is slim i would think, not enough to build a future on paying for bills and buying cars and houses for 1000s of people every day of the month + manufacturing costs and advertising costs.

first i would think they would keep the costs up, and save money by cutting costs at the company level, the very last thing they will do is lower the price of the product. but the politics say that nothing is sacred or true you need to buy what is given to you, not art that is beautiful but what is given to you by those in power. this philosophy of selling a beautiful work of art for inflated prices is against the political norms in power today and instead they should be cutting product cost to the consumer first since thats the ugliest thing they can do to themselves. its good karma in todays politics, nothing to whiff away. that which is held in high esteem like morals or ding dongs, potato slice hamburger helper, are antiquated and so not sold anymore in favor of a generic bland crass government issued product. the rift s vs the cv1 wasnt an accident in lower quality ala no ipd adjustment.




Wildt
Consultant
We should all pitch in and give @hoppingbunny123 our leftover caps. 

kevinw729
Honored Visionary


the bottom line is the major reason i would think for the slimming down at these companies, money problems. you take a slim consumer base, very few customers, and make ultra expensive vr headsets from 4 or 5 companies and now your stuck with where is the money coming from?
.....



It seems a fundamental observation. When asked why these manufacturers thought they could find a business model with this I do point to the previous 15-years. While some claim "VR died" in reality there has been a steady sale of "expensive" enterprise headsets based on the 1997 findings. The reality was that in 2011 a number of individuals claimed that a low cost version could be sold and there would be enough "takeup" from the market to warrant the discounting. In reality those individuals claims have proven to have been nothing more than wish fulfillment.

Now we have three paths - the continuation of the expensive PC VR system (High-end) which need such margins and support that many manufacturers find this uneconomic. Then we have the standalone - a hybrid of the mobileVR system now in a all-in-one solution depending on mobile phone processing to carry a reasonable experience. The third (mobileVR) has seen a implosion with GearVR and Daydream being removed from the scene, and Go performing less than expected. While Standalone now seems to be looking at a hybrid (tethered) which allows it to sit between high-end and standalone in a uncharted new landscape.

Moving from this point - we need to see if we start a race to the bottom, or continue a trajectory too more and more innovation - and already their are rumors that new "higher-spec" standalones will be waiting in the wings of CES 202 - which could totally change the landscape. 

Interesting times. 
https://vrawards.aixr.org/ "The Out-of-Home Immersive Entertainment Frontier: Expanding Interactive Boundaries in Leisure Facilities" https://www.amazon.co.uk/Out-Home-Immersive-Entertainment-Frontier/dp/1472426959

TomCgcmfc
MVP
MVP
OK, I've not had my Vive Cosmos for over 1.5 months now, including wireless for last 3 weeks so I thought I'd give a short update.  To cut a long story short let me just say that the tracking and controller compatibility issues really have not improved all that much.  Wireless worked ok but was a bit of a CPU hog, esp. with X-Plane 11.  So, my cosmos is back in its box, under my pool table (along with many other work in progress projects).  I will continue to monitor the Cosmos development and will probably consider buying the lighthouse faceplate module when it comes out (~ next couple of months I think). So, for me, the Cosmos is not a good upgrade to my current cv1.  At least, not for now.

In the meantime there was a pre black Friday sale at a local supplier earlier this week for the Vive Pro McLaren Limited Edition kit.  A bit cheaper than direct from Vive and it came with a free McLaren backpack (supposed to be worth ~$A200).  I caught my wife in a weak moment (I think she felt sorry for me about my Cosmos experience) so I got the green light.  I got it a couple of days ago and have been playing it almost non-stop, including installing the wireless kit (pretty well the same as the Cosmos wireless adapter kit btw).

Pretty early days but so far I think the Vive Pro Wireless has a good chance of bumping my cv1 as my #1 PCVR headset.  I never thought that Blacks could actually look better than my cv1, lol!  My only complaint so far is the Vive controllers.  Man those suck bigtime imho.  Hopefully the Valve Index controllers will be available soon in Australia.

So, all for now mates.  I may not be much wiser, but I'm certainly a lot poorer, lol!
i9 13900K water cooled, RTX4090, Z790 MB w/wifi6e, 32Gb 6400 ram, 2x2TB SSD, 1000W PSU, Win 11, QPro, Q3, w/Link and Air Link, Vive Pro1 with 2x2.0 base stations, Etsy lens mod and Index Controllers

RuneSR2
Grand Champion

TomCgcmfc said:

OK, I've not had my Vive Cosmos for over 1.5 months now, including wireless for last 3 weeks so I thought I'd give a short update.  To cut a long story short let me just say that the tracking and controller compatibility issues really have not improved all that much.  Wireless worked ok but was a bit of a CPU hog, esp. with X-Plane 11.  So, my cosmos is back in its box, under my pool table (along with many other work in progress projects).  I will continue to monitor the Cosmos development and will probably consider buying the lighthouse faceplate module when it comes out (~ next couple of months I think). So, for me, the Cosmos is not a good upgrade to my current cv1.  At least, not for now.

In the meantime there was a pre black Friday sale at a local supplier earlier this week for the Vive Pro McLaren Limited Edition kit.  A bit cheaper than direct from Vive and it came with a free McLaren backpack (supposed to be worth ~$A200).  I caught my wife in a weak moment (I think she felt sorry for me about my Cosmos experience) so I got the green light.  I got it a couple of days ago and have been playing it almost non-stop, including installing the wireless kit (pretty well the same as the Cosmos wireless adapter kit btw).

Pretty early days but so far I think the Vive Pro Wireless has a good chance of bumping my cv1 as my #1 PCVR headset.  I never thought that Blacks could actually look better than my cv1, lol!  My only complaint so far is the Vive controllers.  Man those suck bigtime imho.  Hopefully the Valve Index controllers will be available soon in Australia.

So, all for now mates.  I may not be much wiser, but I'm certainly a lot poorer, lol!


Yup, two base stations 2.0 and Knuckles - and Cosmos could live an awesome life. Still Cosmos is young, let's see how it goes in 6 - 12 months. 

Oculus Rift CV1, Valve Index & PSVR2, Asus Strix OC RTX™ 3090, i9-10900K (5.3Ghz), 32GB 3200MHz, 16TB SSD
"Ask not what VR can do for you, but what you can do for VR"