Community Download is a weekly discussion-focused articles series published (usually) every Monday in which we pose a single, core question to you all, our readers, in the spirit of fostering discussion and debate. For today, we want to hear what you think of the newly detailed HTC Vive Cosmos VR headset.
Last week we got the chance to go hands-on with the HTC Vive Cosmos, the latest and greatest PC VR headset from HTC. The new devices will cost $699, has six embedded inside-out tracking cameras on the headset, great 1440 x 1700 per eye resolution, brand new controllers with analog sticks, and a totally overhauled “home” experience with Vive Origin.
You can watch this video to get our hands-on impressions or read our report where we go into even more detail:
The headset is up for pre-orders now and it officially launches globally on October 3rd, so that’s less than a month away. The real kicker for this headset is that in the future you can mod it to be tracked by SteamVR base stations, use the Vive wireless adapter, or even power it with your phone — but none of those options will be available at launch.
Since this is the next big new VR headset on the market from a major player, we want to know your impressions and reactions to the details and news. What do you think of the HTC Vive Cosmos? Is it what you wanted/expected? Do you think it’s too expensive? Is it better than you thought it would be? Do you plan on buying one?
When it comes to staying fit and healthy whilst combining that with a passion for videogames, virtual reality (VR) technology has got you covered, offering a wealth of options to rid a few calories. Polish fitness company Fit Reality wants to help in that endeavour and is currently in the process of making Viro Move, a rhythm action title. During Gamescom 2019 last month VRFocus caught up with the team whilst they were demoing the latest version.
As the name implies Viro Move is all about movement, as much as possible, whilst considering home roomscale environments. The gameplay has three main styles for players to master, Boxing, Sword Fighting and Shooting, all of which have their own unique systems.
They all utilise movement most VR players should have come across in other titles by now, from punching orbs to shooting targets. To make sure players aren’t simply stood in one spot trying to get a high score there are plenty of obstacles to dodge, whether that’s by squatting or shifting from side to side.
What makes Viro Move a little different from other fitness experiences is its Mixed Weapons mode where all three are thrown in for an intense medley. Here players have to learn the tricks of each style and then learn how to switch up between each one to keep combo scores going, no easy task. There is an automatic mode for those wanting an easier challenge but that means less calories will be burnt.
Recently previewing the videogame, VRFocus said: “Fit Reality certainly wants to enter the VR market with a bang and Viro Move is definitely going to do that.”
Viro Move isn’t available just yet, with Fit Reality yet to confirm a launch date. When that does happen Viro Move will support HTC Vive, HTC Vive Pro, Oculus Rift and Vive Cosmos headsets. In the meantime take a look at VRFocus’ interview with Fit Reality’s Paul Lynch to find out a little bit more about the fitness experience and the current #movemore challenge being run.
VRFocus will continue its coverage of Viro Move, reporting back with the latest updates.
The HTC Vive Cosmos will support the same finger tracking SDK as Vive and Vive Pro, as shown in a video posted to Twitter by HTC Vive’s China President.
HTC released finger tracking for Vive and Vive Pro back in March. Developers can integrate it into their app and it will work on any HTC VR headset.
The SDK is available as a free plugin for Unity or Unreal Engine. There’s also a C and C++ API. It’s not restricted to Viveport, so developers can use this in Steam apps too.
Since the tracking is using the regular cameras on the headsets and not a depth sensor, HTC recommends against having “complicated backgrounds”. The lighting needs to be bright enough so your hands are visible but not so bright as to cause glare. To make things easier, HTC specifically suggests to “Roll up sleeves and make sure wrist is visible”.
Reports of the quality of finger tracking on the previous Vive hardware are not great, but Cosmos uses new cameras, and HTC may have made improvements to the algorithm. We’ll make sure to test it once Cosmos ships.
The software tracks 21 points on the hand at up to 30FPS on PC. As the tracking runs on the GPU, it shouldn’t affect CPU performance.
A more basic version of this technology is available on the Vive Focus standalone headset, but this only detects the hand position and a limited set of gestures.
The Potential
In non-interactive VR experiences and social VR, controllers often feel more like a chore than a help. The ability to enter these experiences by just putting on a headset and seeing your real hands will be a welcome improvement.
Enterprise customers using VR for tasks like architecture visualization often forgo controllers entirely due to this friction. Gaming-style controllers are simply much less appealing to non-gamers than directly seeing your hands.
In social VR the ability to gesticulate freely with your real hands adds to immersion and increases social presence. I’ve spent a lot of time in platforms like AltSpaceVR- Leap Motion is by far my preferred method of input.
We haven’t seen many developers integrate this SDK yet, but if the technology works better on Cosmos’ new cameras that could soon change.
In June Japanese developer Yomuneco Inc. launched its combat experience Swords of Gargantua for PC VR headsets as well as Oculus Quest. With the release of HTC Vive Cosmos less than three weeks away, today the studio has announced support for the device as well as Viveport Infinity.
Swords of Gargantua – Oculus Quest screenshot
Swords of Gargantua will be available not long after the launch of Vive Cosmos, offering players the chance to hack up hordes of armoured enemies. Just like the other versions of the title, Swords of Gargantua for Vive Cosmos will support cross-platform gameplay so you’ll be able to jump into the action and play with friends regardless of platform.
This edition will also see support for simplified Chinese alongside being added to Viveport’s subscription service Viveport Infinity. The service offers both monthly and yearly payment options but if you pre-order Vive Cosmos by 2nd October you’ll receive a 12-month Viveport Infinity redeem code in the box.
“We’re excited to announce that Swords of Gargantua will be joining our Viveport Infinity program where users will have unlimited access to our top-rated VR content, other than hundreds of games and apps adding weekly, Viveport Infinity also provides exclusive perks for our subscribers,” said Raymond Pao, Senior VP of Product & Strategy, HTC Corp in a statement. “Swords of Gargantua’s realistic sword fighting is immersive and fun to play, and the gameplay is really great with the inside-out tracking technology of our all new Vive Cosmos.”
Vive Cosmos will be released on 3rd October, the new high-end head-mounted display (HMD) from HTC Vive, retailing for £699 GBP/$699 USD. Featuring inside-out tracking thanks to six cameras, a combined resolution of 2880×1770 (1440×1700 per-eye), hinged front to easily drop in and out of VR and a removable front faceplate, the headset will also come with new motion controllers. The vented front allows for air circulation plus it can also be changed for other mods, such as the External Tracking Mod to make it SteamVR tracking compatible.
Swords of Gargantua will be made available from 11th October. Those in the UK can get an early look at Vive Cosmos at a special public event. For further updates, keep reading VRFocus.
Earlier this week I visited HTC’s office in San Francisco, CA and finally tried out their upcoming new HTC Vive Cosmos (official website) VR headset that launches on October 3, 2019, for $699. Pre-orders are now live.
With six inside-out tracking cameras, brand new controllers, and a high-resolution screen, this new VR device certainly has a nice specification sheet, but its value and place in the market is unclear.
Yesterday HTC Vive announced that its next headset, the Vive Cosmos is now available to pre-order ahead of its official launch in October. The help promote the device in the UK, HTC has teamed up with BBC Studios for an event where the public can get their hands-on Vive Cosmos and play Doctor Who: The Edge of Time.
The event will take place at Hackney’s Protein Studios on Friday 27th and Saturday 28th September, giving fans of the series a chance to step into the famous Tardis. Produced by Maze Theory for BBC Studios, Doctor Who: The Edge of Time puts you in the role of the Doctor’s assistant, helping to pilot the temperamental spacecraft on an adventure to solve the mystery behind the ‘Reality Virus’.
Featuring iconic monsters from the TV programme including the Daleks and the Weeping Angels, players will also encounter new monsters as they battle to solve puzzles armed with the Sonic Screwdriver, all in a bid to save the universe. Doctor Who: The Edge of Timeis slated for a September launch for PlayStation VR, Oculus Rift, Oculus Quest, HTC Vive and of course Vive Cosmos when it arrives.
Vive Cosmos will be the premium product offering from HTC Vive, retailing for £699 GBP/$699 USD. Scheduled to arrive on 3rd October, the headset boasts inside-out tracking thanks to six cameras, a combined resolution of 2880×1770 (1440×1700 per-eye), hinged front to easily drop in and out of VR and a removable front faceplate. When in place the vented front allows for air circulation plus it can also be changed for other mods, such as the External Tracking Mod to make it SteamVR tracking compatible.
Full details for the event are as follows:
Dates: Friday 27th September between 10.30am – 7pm and Saturday 28th September 2019 10am – 4pm
The original Vive has the lowest angular resolution of any PC headset on the market today. Cosmos solves this with dual 1440×1700 LCD panels, giving it higher resolution than anything but the HP Reverb– higher than even the Vive Pro Eye and Valve Index. These new panels are paired with new lenses which have a larger area of clarity.
Whereas the original Vive used the SteamVR “Lighthouse” tracking system, Cosmos uses inside-out tracking. This means buyers no longer need to set up base stations. The headset features total of six onboard cameras instead, more than we’ve seen in any other headset. HTC claims this provides a 310 degree controller tracking range. We went hands on with Cosmos and found that while tracking mostly worked well, it sometimes took multiple seconds to re-establish when a controller goes completely out of view.
Like the Oculus Rift S, when you leave your play area you’ll see the real world through these cameras. But unlike the Rift S, this view is in full color.
The iconic Vive wand controllers have been replaced with Oculus Touch-like controllers. Unlike Touch however, they feature dual index finger triggers and use two AA batteries each instead of one. This should give developers more options for control schemes and increase battery life, though we haven’t tested that yet.
Finally, the ski mask strap has been replaced with a halo band with integrated headphones. HTC claims Cosmos has the best weight distribution of any of its headsets yet, though it’s not overall the lightest. The headset itself also flips up to allow you to easily see the real world whenever needed.
Phone Compatibility Missing
When Cosmos was first announced back at CES in January, HTC suggested that it would have support for smartphones as well as your PC. That feature won’t be available at launch. HTC told us it’s “on the roadmap”, but declined to give any further details.
That means we still don’t know which phones will be supported and what actual apps they will be able to run. For now, think of Cosmos as squarely a PC VR headset.
Almost three and a half years after beating Facebook’s Oculus Rift to market with more features, HTC is retiring its original room-scale VR headset — the HTC Vive.
The remarkable PC-powered system first shipped in April 2016 for $800 as the result of a partnership between Valve and HTC. Facebook’s Oculus Rift shipped around the same time but without hand controllers or large-scale tracking. Facebook eventually added those features and dropped Rift’s price far underneath Vive. Still, Vive captured the imaginations of many developers and buyers with its robust support for those features early on.
For any readers who might be feeling emotional right now, let me try to push you into tears by recommending a re-watch of this 2016 video showcasing the system’s capabilities:
HTC says it plans to continue selling and supporting the Vive Pro and Vive Pro Eye — its much more expensive follow-on systems focused on business use cases that are also built on Valve’s SteamVR Tracking technology.
“We currently don’t have a plan to abandon SteamVR Tracking in any way, shape, or form,” said Dan O’Brien, HTC’s VR general manager for the Americas. “Valve is a very good partner and we’ll continue to enjoy the benefits of that partnership.”
Cosmos relies on an inside-out tracking solution like Facebook’s $400 Rift S, which replaced the original Rift earlier this year. Valve, meanwhile, aimed for the high end of the market in 2019 with its own Index VR system available as a full package for $1000, as an HMD-only upgrade from the original Vive and its SteamVR Tracking system for $500, or as an HMD plus new Index controllers package for $750.
“We got a lot of feedback from launching Vive CE and a lot of that drove what became Vive Pro and Vive Pro Eye,” O’Brien said. “And that’s going to continue on its path, we’re going to continue along that strategy, but we felt like it’s time to start bringing in a new replacement for the Vive CE. That product is going to start coming out of the market very shortly. By the end of the quarter it’s going to start becoming very scarce in channel. Our current offering is coming to the end of its life, we’re really proud of that SKU and the amount of time we got in the market with it. It’s rare that a consumer electronics company gets to have a product live for that long in channel and in market.”
Looking to pick up a premium VR headset to explore new and exciting virtual worlds? HTC's Vive Pro and the Vive Cosmos are among two of the best headsets you can buy today. Read on to learn about each headset's unique features.
In January during the CES 2019 technology event in Las Vegas, HTC Vive announced its next virtual reality (VR) head-mounted display (HMD), the Vive Cosmos. Today, pre-orders have now gone live, pricing the device at £699 GBP/$699 USD whilst revealing further details for interested customers.
Vive Cosmos with External Tracking Mod
While the HTC Vive Pro is designed more towards enterprise use cases, the Vive Cosmos is the company’s new high-end headset for consumers. Featuring inside-out tracking for easy setups and reduced clutter thanks to no external sensors, Vive Cosmos features a combined resolution of 2880×1770 (1440×1700 per-eye) using an LCD display, a hinged front to easily drop in and out of VR and a vented removable faceplate.
This modular faceplate will allow users to add accessories over time with the first being the Vive Cosmos External Tracking Mod which will be made available in Q1 2020. This new faceplate will allow customers who have the Lighthouse tracking system (which comes with HTC Vive) to use it with Vive Cosmos whilst making use of the headset’s other features.
On top of this, Vive Cosmos will be compatible with the Vive Wireless Adapter for those who want untethered gaming.
It’s not just a new HMD HTC Vive has created. The Vive Cosmos will be the first to offer the new Vive Reality System (VRS), a reimagined hub for connecting with the latest videogames and apps. Cosmos will feature a redesigned user interface called Lens to navigate XR and Viveport Infinity applications, and a new, dynamic home space called Origin.
Vive Reality System (VRS)
“Since Vive began our VR journey, we’ve continued to refine and improve on what a premium VR experience can and should be,” said Graham Wheeler, GM Vive Europe in a statement. “Cosmos offers an unmatched experience and is also our most versatile headset yet—with, inside-out tracking, options in the future for different faceplates, unlimited content in the box, and the new user interface, we see limitless possibilities for XR customers. We’re thrilled to be delivering the promise of premium VR to an ever-growing audience, as Vive Cosmos stands to be our widest European retail launch to date for a VR product.”
The Vive Cosmos is available to pre-order today via Vive.com or through select retailers in the US such as Amazon.com, Best Buy Canada, B&H Photo, GameStop, Newegg.com, and Walmart.com. The kit retails for £699/$699 with the launch taking place on 3rd October 2019. As a special bonus, customers who pre-order Vive Cosmos by 2nd October will receive a 12-month Viveport Infinity redeem code. For further updates on Vive Cosmos, keep reading VRFocus.
Vive Cosmos Specs
Resolution: 1440 x 1700 pixels per eye (2880 x 1700 pixels combined)
Screen: Dual 3.4″ LCD diagonal
Refresh rate: 90 Hz
Field of view: 110 degrees
Audio: Built-in stereo headphones
Required PC connectivity: USB 3.0, DisplayPort 1.2
Peripheral Ports: USB-C 3.0, proprietary connection to mods
Tracking: no minimum space requirements for standing/seated, minimum 2m x 1.5m for room-scale mode
Module Faceplates: Vive Motion Mod (Ships with Cosmos) and Vive Cosmos External Tracking Mod (Sold separately)
Vive Wireless Adapter support: Yes, sold separately with attach kit. Available PCIe slot required