Hands-on: Vive Cosmos Aims to Reboot the Vive Experience

HTC’s latest VR headset, Vive Cosmos, is just around the corner. This week Road to VR got a preview of the headset ahead of its October 3rd launch.

In a meeting at HTC’s Vive office in San Francisco this week, I got to go hands-on with the Vive Cosmos headset. Though the headset is just a few weeks from launch, this was actually the first time that press was getting to actually use the device since it was announced at the beginning of 2019.

While HTC released an enterprise-priced Vive Pro in 2018, the company says Vive Cosmos is its first consumer-focused follow-up to the original Vive which launched in 2016. The VR landscape has changed quite a bit between the launch of the original Vive and now, and HTC hopes that Cosmos will reboot the Vive experience with a better and easier to use product.

Photo by Road to VR

Perhaps the single biggest change to Cosmos is its use of inside-out tracking. The headset comes equipped with six on-board cameras which detect the position of the headset and controllers. This eliminates the need for the SteamVR Tracking base stations used with the original Vive and Vive Pro, which moves the headset closer to a plug-and-play experience without the need to set up any external tracking hardware.

However, HTC is thoughtfully not abandoning external tracking altogether like Oculus chose to do when moving to inside-out tracking with the Rift S. HTC built Cosmos with a modular faceplate, and the company plans to offer an optional faceplate which adds the sensors necessary for SteamVR Tracking. It’s great that customers will have that choice, but unfortunately the module isn’t planned for release until Q1 2020. That said, my hands-on was with the headset and its default inside-out tracking system.

The default Vive Cosmos faceplate adds two additional cameras for a total of 6. | Photo by Road to VR

In my hour or so in the headset, the inside-out head-tracking felt very solid and quite on par with Oculus Quest and Rift S (both of which also use inside-out tracking). I’ll need to test the system in more challenging conditions to understand its robustness, but the initial impressions are good.

Hand-tracking is another story. While the controller tracking felt solid overall, it was easy to spot moments of jitter here and there (where the controller would drift an inch out of position before quickly popping back into place) even when when moving the controllers slowly. That said, my initial impressions are that the controllers are still in the ‘better than PlayStation Move’ category, which means they’ll likely be acceptable for a wide range of games, but may be problematic for more precise use-cases like drawing and modeling in VR, and games where controller occlusion is common.

Photo by Road to VR

I’m going to need more time with the controllers to get a good sense for how they’ll perform in the more challenging use-cases and environments, though it’s worth remembering that if the tracking doesn’t cut it for a particular user, they’ll be able to opt for controllers which use the bar-setting SteamVR Tracking system instead.

The controllers themselves bear a strong resemblance to Oculus’ Touch controllers, and move away from the capacitive touchpad on the Vive wand controllers to a thumbstick, and mostly brings them in line with Touch and Index controllers in terms of buttons and sticks (which is going to be a boon for developers who will no longer need to juggle significantly different input schemes when designing their games). HTC didn’t want to make life too easy for developers though, and opted to introduce a ‘shoulder’ button above the trigger which is not shared by any contemporary VR controller. While the ‘grab’ trigger is actually a button, it’s significantly easier to keep depressed than the grab buttons on the original Vive controllers, and should be comfortable enough for the ‘continuous hold’ grabbing paradigm shared by Touch and Index controllers.

Photo by Road to VR

When it comes to controller ergonomics, Cosmos’ controllers feel particularly heavy (likely owed in part to the use of two AA batteries) and they have a poor center of gravity. While certainly usable, and a step up from the larger wands, they don’t feel quite as good in the hand as the similarly shaped Touch controllers.

On the visual front, Vive Cosmos gets a solid screen upgrade which brings it to 1,440 × 1,700 up from the original Vive’s 1,080 × 1,280 display. Like its contemporaries, Cosmos is also moving from OLED to LCD, which has the benefits of full RGB sub-pixels for each pixel, which reduces the screen door effect (SDE) compared to a OLED, but also means worse contrast ratio, which is most notable in dark scenes. The screen door is not invisible, but it’s a pretty prominent reduction compared to the original Vive. As far as SDE goes, Cosmos is definitely in the same class as Index, Rift S, and Vive Pro, and might just barely have the edge over that bunch (but I can’t say for sure before until I have can make proper side-by-side comparisons).

Photo by Road to VR

While HTC says Cosmos’ lenses are new and improved, they take the same Fresnel approach as seen on the original Vive and Vive Pro, which means they show glare and god-rays in the expected high contrast situations. Quoted at 110 degrees diagonal, HTC says Cosmos has the same field of view as the original Vive, but to my eyes it actually seemed a bit larger (which may simply be due to how the headset fits against my face compared to the original).

From my time with the headset, unfortunately it doesn’t seem that the new lenses have done much to improve the notoriously small ‘sweet-spot’ (the area of the lens with maximum clarity) of the Vive headsets. While an IPD adjustment means you’ll be able to dial-in the proper distance between your eyes, you don’t have to look very far from the center of the lens before the world becomes annoying blurry.

Photo by Road to VR

The sweet spot issue is compounded by the headset’s not particularly encouraging ergonomics. Cosmos is moving to a halo style head-mount which is quite similar to what we see on the Rift S (crank in the back for tightening and a top-strap). Also like Rift S, the Cosmos head-mount seems to give you two mutually exclusive choices: comfort or clarity. When I put on the headset for the first time, I naturally dialed things in to get the best view through the lenses. It wasn’t very long before I started to feel a lot of pressure on my forehead and wanted to reseat the headset for better comfort.

Unfortunately moving it to a more comfortable position meant the visor tilted away from my face and in doing so opened a large gap for light at the bottom of the visor and simultaneously moved my eyes out of the sweet spot (reducing clarity and field of view). The halo style head-mount, it seems, may be quite depend on a particular head shape, with the biggest issue apparently being the inability to rotate the visor with respect to the face independent of the head-mount position. On the positive side, Cosmos does have a ‘flip-up’ visor which is nice for quickly peeking outside of the headset without awkwardly balancing it on your forehead.

Photo by Road to VR

I’ll need more time with Cosmos to find out if there’s some magic position which allows for a satisfying level of simultaneous comfort and clarity, but my initial impressions haven’t left me particularly hopeful. Your mileage may vary (based on the shape of your head).

Cosmos also comes with integrated headphones by default. The headphones are very similar to what’s found on the Vive Deluxe Audio Strap accessory for the original Vive, and sound similar too, though I didn’t have the opportunity to delve into an audio quality analysis. I did learn that the headphones can be removed and an on-board 3.5mm headphone jack will allow users to use their own headphones if desired.

With changes to tracking, controller design, and a modular concept which may further expand the headset’s capabilities over time, HTC is aiming to reboot the Vive experience with Cosmos. We’ll be bringing you a full in-depth review of Cosmos in the coming weeks, but drop us a line in the comments below if you have any questions about our hands-on preview.

The post Hands-on: Vive Cosmos Aims to Reboot the Vive Experience appeared first on Road to VR.

Vive Cosmos Hands-On: Sharp Visuals, But Value Remains Unclear

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.

HTC Vive Cosmos Trailer:

The demo setup for Vive Cosmos was about as effective of a VR demo I’ve ever had. They juxtaposed the new with the familiar by having me try out a quick demo of TheBlu in an original Vive and then immediately doing the exact same scene in a Vive Cosmos. The differences were staggering.

The upgraded 1440 x 1700 resolution per eye was extremely crisp with basically no perceivable screen door effect to my eyes, especially with the three subpixel design of the LCD. Field of view is basically unchanged compared to previous Vive iterations, reportedly sitting at around 110 degrees. I was also immediately a fan of the new Cosmos controllers which look and feel similar to the new Touch controllers for Rift S and Quest. Like, really similar.

For me, all of that really highlighted what makes the Vive Cosmos unequivocally better than not only the original Vive, but in many ways even better than the Vive Pro. This definitely seems like it’s HTC’s most feature-rich headset yet, but even still, in the fall of 2019, I’m not sure that’s enough since HTC isn’t just competing against its own lineup. It might just be too little too late.

Comfort Breakdown Video:

Comfort and Headset Design

Let’s start with the headset itself. As stated, it offers 1440 x 1700 pixels per eye with three subpixel RGB LCD panels, which pushes the number of pixels higher than even the Valve Index and edges out the Pro. Without a doubt, it’s got a great display. The lenses also seem to be improved as well, but I didn’t get to spend enough time to really say anything too definitive about how they compare to the lenses on other 2019 VR headsets.

The end result is fantastic clarity, a generous sweet spot, and probably the most comfortable headset I’ve used from HTC yet. It’s very light and the weight distribution is great. From a visual performance and fit perspective, the Cosmos checks a lot of boxes for me. They even switched to a halo headstrap design similar to the PSVR and Rift S. But from the outside looking in, I really don’t like the style. The front panel enabling six camera inside out tracking reminds me of the vent on the side of a microwave or a cheap vehicle grill, and it looks a bit silly.

One really great minor feature of the Cosmos that I wish was more common in other headsets is how the front visor flips up. Even while wearing glasses it worked great. As someone that often streams VR games and generally spends a lot of time in VR, being able to quickly flip it up without removing it or awkwardly placing it on my forehead and smudging the lenses is great.

Finally, the audio was really good as well. The earphones hang down and sit against your ears just like the Deluxe Audio Strap and Vive Pro, but according to HTC, this is their best audio solution yet. Based on my brief demo I couldn’t discern a difference in quality compared to other HTC audio solutions.

htc vive cosmos controller close up side view

Vive Cosmos New Controllers

Since the tracking system is all-new, that means new controllers as well. There are no base stations to track your controllers anymore so now they’ve got a ring design that looks remarkably similar to the Oculus Touch controllers, except with a really fancy light design that’s reminiscent of Tron. I honestly dig it.

And just like Oculus Touch, it’s got an analog stick, two face buttons and one menu button on each controller, triggers, and grip buttons. However, it also adds a second trigger just like PS4 and Xbox One controllers have. I didn’t try any demos that really took advantage of this, but having slightly more nuanced interactions is usually not a bad thing if developers use it well. Generally the layout felt good and very comfortable.

The Cosmos controllers are actually quite hefty. I feel like I could use them in place of brass knuckles in a fight and probably fair okay. They’ve each got two AA batteries powering them and the build quality is really nice. I can definitely say they feel sturdier than Oculus Touch controllers even if they look almost identical.

vive cosmos controllers ces 2019

Vive Cosmos Inside-Out Tracking and Passthrough

Since the Vive Cosmos is an inside-out tracked headset like Windows VR devices and the Oculus Rift S, or Oculus Quest, that means you don’t need tracking hardware outside your play space at all. Cosmos includes six cameras on the headset itself, which is two more than the Quest and one more than the Rift S. HTC claims the tracking volume is 310-degrees around the headset with its only real blind spot directly behind your back/head.

Generally speaking, tracking felt comparable to Rift S for the most part with two exceptions. The first is a positive in favor of Cosmos and that’s the extra camera on the underside of the headset pointed down. Because of this camera’s placement I could let my hands dangle by my side or hold them down low without any tracking issues at all. Sometimes on Rift S (and especially sometimes on Quest) leaving my hands near my waist for too long causes issues.

The second main difference is a negative, but I don’t really know how to explain why it happened. During my demo with Swords of Gargantua I was able to fight off enemies just fine by blocking, parrying, and generally playing like normal. Then I did a little test where I held my arms behind my head, below my neck, and waited a few seconds for tracking to fully be lost, then slowly moved my hand back in front of me. On Rift S the controllers are very quick to return into view and snap back in place, but on more than one occasion it took a full two seconds or more for it to happen with Cosmos.

htc vive cosmos controller close up nnalog stick

This is a very specific scenario and I was specifically trying to break the tracking, but it’s still worth noting. The other demos I tried included Audio Trip, which performed great and looked beautiful on the high resolution display, and Eleven Eleven, a gorgeous branching narrative game.

Similar to Rift S and Index, the Vive Cosmos includes passthrough functionality for its front-facing cameras. This means while wearing the headset the cameras will display the real world as-needed, but unlike Rift S, it’s in full color.

The passthrough turns on automatically if you start to go beyond the tracking boundary you’ve set up. It was neat being able to poke my head out, look around at the real world, and then dip my head back through the wall and return to VR. You can also manually toggle this feature by double-tapping either of the two Vive logo buttons on the controllers.

Vive Reality System Video:

Vive Origin Platform

Alongside Vive Cosmos, HTC is also launching their own branded VR home hub called Vive Origin. It’s a lot like SteamVR Home and Oculus Home, except it’s tied to their Viveport store instead. I’m surprised it took them this long to release a branded home space.

The way it works is you load onto this little circular island with a tree in the middle and there are a handful of stations you can interact with in the space. One station summons a remote control RC car, another lets you browse a collection of sculptures and statues with info bubbles like a museum, and another shoots out an orb into the sky that erupts like a firework and slowly transforms the 360 image surrounding you as the background. It’s a great effect, but I was disappointed the images are entirely static and not animated at all. Looking out at the Golden Gate Bridge surrounded by static water with waves frozen in time was a bit odd.

One side of the island has a waterfall and pond with some fish and lily pads in it and then on the other end there is a cozy apartment pod. It’s a nice space that feels homey and it even has a Vive Cosmos headset that you can put on your face, while in VR, for a quick passthrough preview, which is a nice touch.

And that’s about it. No customization that I saw, no multiplayer at all (yet, they said that would probably be coming later) and no way to launch apps directly from within Vive Origin itself. The only way to do that is to press one of the Vive menu buttons to pull up the “Vive Lens”, which is just a circular menu that pops into the air, where you can adjust settings and launch games from Viveport.

If this had launched with Vive in 2016 it’d have been fine, but I expected a bit more out of a “home” space 3 1/2 years into HTC’s VR efforts. As far as I can tell, Origin is Cosmos-only for now but is likely coming to other Vive headsets soon afterward.

vive cosmos external steamvr tracking mod

The External Tracking mod ships in early 2020 and will enable the Vive Cosmos to work with SteamVR base stations.

Add-On Mods and Smartphone-Powered Functionality

HTC pitched modding as the major differentiating feature for Vive Cosmos. The front face plate can be taken off and replaced with alternate versions that will enable different features. In early 2020, HTC says they’ll launch a faceplate that enables external SteamVR Tracking base station connectivity so if you have those base stations already from a previous Vive, this attachment should let you use it in that environment natively. That means HTC is promising future support for Vive wands, Index Knuckles controllers, Vive trackers, and everything else soon. That’s still several months away without a release date or price.

The ability to power your Vive Cosmos with a phone instead of PC, a feature that was hinted back at CES in January when the Cosmos was unveiled, is mysteriously absent. When I asked HTC about the feature, they just said it’s on the roadmap and isn’t being discussed right now.

That’s a major disappointment. The prospect of a headset that can reliably swap between phone-powered VR when needed and high-fidelity PC-powered VR is extremely interesting and was one of the key marketing pillars for Cosmos that got a lot of people excited. As far as I’m concerned, the lack of discussion on that feature deals a significant blow to my personal interest in the headset at all.

HTC did tell me that the wireless adapter they released previously would be compatible too, but you’ll have to buy an attachment kit similar to the one needed for the Vive Pro. Another bummer, and another topic HTC was unprepared to offer a date or price for.

HTC Vive Cosmos

Which VR Headset Do You Buy?

Which brings us to the question at hand: Which VR headset do you buy? The main competitors are Rift S and the Valve Index.

In terms of sheer pixels, it’s got the highest resolution compared to the Rift S, Index, and all past Vive headsets, but the Index still has it beat for refresh rate and field of view. The controllers are very similar to the Rift S controllers, but the Index controllers are really the top of the line from that perspective. It’s got built-in audio, but again Index audio quality is best-in-class by comparison.

Vive Cosmos sits at an interesting juncture. It’s got similar tracking to Rift S and similar controllers with a similar halo headstrap design, but it swaps the Oculus Home store for Viveport, ups the resolution, and improves the audio. But is that worth the extra $300 price tag?

Compared to Valve Index it gets a little trickier. If you don’t have base stations and never owned a Vive then the full Index package is $999 and Cosmos is $699. But if you do already have base stations, I don’t think I could reasonably recommend anyone pre-order a Cosmos over just buying an Index headset plus Index controllers as a $749 package instead.

All that being said, this isn’t a review. I’m basing these opinions from a single 30-minute demo session. To be honest, I wasn’t too excited about Rift S after first trying it at GDC earlier this year, but now it has become my go-to PC VR device simply because of the ease of use and form factor. If you’re dialed into the Vive or SteamVR ecosystem already, there’s a good chance Cosmos could fulfill a similar spot for you.

However, we’re not sure when we’ll get review units. HTC told us they should have info on timing in a couple of weeks, but the headset starts arriving to buyers October 3rd, which is less than a month away. There’s a good chance we’ll be ordering a headset as consumers, then, and won’t have a full review in time for launch — but fingers crossed that isn’t the case.

Let us know what you think of the Vive Cosmos down in the comments below! We’ll answer as many questions as we can.


For more details on the Vive Cosmos make sure and check out our coverage hub, read our price and spec breakdown, check out pre-order info, and see what HTC’s Dan O’Brien had to say about the (bleak) future of the original HTC Vive CE headset.

Editor’s Note: A mention of the field of view was added near the beginning of this article.

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Vive Cosmos Priced at $700, Pre-orders Open Today for October 3rd Release Date

HTC announced today that its new Vive Cosmos headset will be priced at $700 with a release date of October 3rd. Pre-orders for the headset are open starting today.

HTC is finally spilling the beans on Cosmos. The company has done plenty of teasing in the past few months, so right up front let’s take a look at the specs:

  • Headband: Halo style with flip-up visor
  • Displays: Dual 3.4″ LCD diagonal, IPD adjustment
  • Resolution: 1,440 × 1,700 pixels per eye (2,880 × 1,700 pixels combined)
  • 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: Inside-out (6 cameras), optional add-on for SteamVR Tracking
  • Weight: 651 grams (1.43 pounds)
  • Vive Wireless Adapter support: Yes, sold separately with attach kit. (Available PCIe slot required)

Positioned as the follow-up to the original Vive, the company is hoping the headset can please two camps: early-adopter enthusiasts who bought into the SteamVR ecosystem and new customers looking for a more user-friendly experience.

SEE ALSO
Hands-on: Vive Cosmos Aims to Reboot the Vive Experience

While Cosmos uses inside-out tracking out of the box, the headset supports swappable faceplate ‘Mods’ which can offer additional functionality. The default faceplate adds two extra tracking cameras to the headset (for a total of six), but HTC has also announced an optional faceplate which will support SteamVR Tracking, making Cosmos compatible with the same Lighthouse base stations used for the original Vive (this will require separate controllers that also support SteamVR Tracking).

Image courtesy HTC

The company calls this the Vive Cosmos External Tracking Mod, and says it will be priced under $200, though it won’t be available until Q1 2020. HTC says that future faceplates will offer further expanded functionality. More details on the SteamVR Tracking Mod here.

New users, or those who want to ditch the SteamVR Tracking base stations, will get a complete inside-out tracked experience right out of the box, which includes two motion controllers that are also tracked by the headset.

Image courtesy HTC

While Vive Cosmos supports Steam and SteamVR content, HTC is shifting the user experience toward their own Viveport platform. While Viveport is still based on SteamVR/OpenVR, the company is taking over some of the Steam user-experience with a new in-VR dashboard called the ‘Lens’ which will let users browse through their library, search for new content, and toggle some settings. The company has also created a new ‘home’ space called Origin which will act as the default starting space when you jump into VR. The Lens will seamlessly show content from both SteamVR and the Viveport store, HTC says, and our understanding is that users will be able to ditch Lens and Origin for the pure SteamVR experience if they choose.

Image courtesy HTC

Vive Cosmos is available for pre-order starting today and will launch on October 3rd. Priced at $700, HTC is offering 12 months of the company’s Viveport Infinity VR content subscription service as a pre-order bonus, though all Cosmos headsets will include 6 months of access in the box. HTC says pre-orders will also be available from Amazon, Best Buy, B&H Photo, GameStop, Newegg, and Walmart.

HTC has previously teased that Vive Cosmos could plug into other devices like a smartphone, but the company isn’t making any announcements on that front; at launch it is poised purely as a PC VR headset.

The post Vive Cosmos Priced at $700, Pre-orders Open Today for October 3rd Release Date appeared first on Road to VR.

Vive Cosmos to Support SteamVR Tracking with Optional Faceplate Add-on

Alongside opening pre-orders for the headset, HTC today revealed that Vive Cosmos will support SteamVR Tracking with an optional faceplate ‘Mod’, one of several which the company says will expand the headset’s functionality.

Today HTC revealed the price, specs, and release date for Vive Cosmos—for all those details see here. Additionally the company announced an optional ‘Mod’ for the headset which will allow users to swap out the faceplate for one which supports SteamVR Tracking via Lighthouse base stations.

Image courtesy HTC

Out of the box, Cosmos supports ‘inside-out’ tracking which uses six cameras on the headset to determine the position of the headset and its controllers. This means the headset doesn’t rely on external trackers like the prior Vive and Vive Pro headsets.

While we’ve seen solid inside-out tracking in recent headsets, the outside-in approach with external trackers still tends to offer the best tracking performance in terms of accuracy, precision, latency, and coverage.

SEE ALSO
Hands-on: Vive Cosmos Aims to Reboot the Vive Experience

SteamVR Tracking is one of the leading outside-in tracking systems and it powers headsets like the Vive, Vive Pro, Valve Index, and Pimax, as well as input devices like the Vive ‘wand’ controllers, Index ‘Knuckles’ controllers, and Vive Trackers.

HTC designed cosmos with a modular faceplate and today announced the ‘External Tracking Module’ which will supplant the inside-out tracking system with SteamVR Tracking. This allows users to tap into the SteamVR Tracking ecosystem, enabling the headset to work with 1.0 and 2.0 base stations.

Image courtesy HTC

HTC tells Road to VR that the Cosmos controllers, which are based on the headset’s inside-out tracking, will not work when the headset is used with SteamVR Tracking. Instead users will need to use the original Vive controllers, Index controllers, or other controllers which support SteamVR Tracking.

The External Tracking Module faceplate for Cosmos appears to only have 10 SteamVR Tracking sensors—less than half of the number found on the original Vive—though HTC says users can expect the same level of tracking performance as they would from the Vive.

Image courtesy HTC

This modularity is a boon for early-adopters who may have already invested in SteamVR Tracking base stations when buying into the original Vive, those who would like to use Valve’s advanced Index controllers, and anyone who doesn’t mind setting up external trackers for extra tracking performance.

HTC says the Cosmos SteamVR Tracking mod will cost less than $200 and launch in Q1 2020. Cosmos itself is priced at $700 and launches October 3rd, 2019. HTC says that in the future it plans to release other Mods which will offer other expanded functionality for the headset.

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HTC Vive Cosmos Pre-orders to Start September 12th

HTC Vive Cosmos, the company’s upcoming PC VR headset, is officially going into pre-order starting September 12th.

HTC announced the news via Twitter, saying that more information, including specs, price, and special offers will be made public at the time when pre-orders go live.

As far as headset releases go, this is an entirely new strategy for HTC. The media hasn’t publicly had the opportunity to go hands-on with Cosmos yet, so there’s still no telling how well the inside-out optical tracking works, how comfortable the headset is, and what actual level of display clarity it boasts over HTC’s past devices, including Vive, Vive Pro, and its enterprise-facing mobile VR headset Vive Focus.

HTC has previously stated that Cosmos boasts “40% improved lens clarity over the original Vive,” although that’s not exactly a telling figure.

There’s also the mystery of price. There’s been some supposed leaks, most notable of which was a price listing by British high street shop Argos that put Cosmos at £700. HTC told Road to VR shortly after the listing was removed that it was “listed by mistake” on its retail partner’s website, although didn’t specifically comment on whether the price was accurate or not.

SEE ALSO
HTC Unveils New Cosmos Design, 6 Inside-out Cameras & Removable Faceplate

Whatever the case may be, HTC has gone on the books to strike down at rumor that Vive Cosmos would sell for $900, stating that the figure was “incorrect (and high).”

Cosmos, which publicly debuted back at CES 2019 in January, was also teased to work with smartphones in addition to its primary use as a tethered PC VR headset. The company has yet to mention smartphone compatibility outside of the image below, which was showed at its unveiling.

Image courtesy HTC

We’re sure to have more solid information in the next two days, but in the meantime, here’s some of the specs we do know:

  • Resolution – 1,440 × 1,700 per-eye (2,880 × 1,700 total), an 88% increase in pixel count over the original Vive at 1,080 × 1,200 per-eye
  • Display type – RGB LCD displays
  • Refresh rate – 90Hz
  • Tracking – 6 inside-out sensors
  • Controllers – optically tracked
  • Audio – integrated, flip-up design
  • Input – USB & DisplayPort, Vive Wireless Adapter, teased connectivity with smartphone

Check out the reveal video below, which shows off a slight redesign from the version initially shown at CES earlier this year.

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HTC Vive Cosmos Pre-Orders Begin Sept. 12

HTC revealed its Vive Cosmos VR headset will be available for pre-order beginning Sept. 12.

We still have lots of questions about the new headset and that includes impressions of the hardware itself. We should have at least some of those answers for you the same time pre-orders begin at 12:01 am Pacific on Sept. 12. HTC is giving selected media previews of the hardware this week. That includes us, and we’ve agreed to an embargo on those impressions until Sept. 12.

Cosmos is a major departure from HTC’s original 2016 room-scale system co-developed in partnership with Valve. The new system features HTC’s own brand of inside-out tracking technology. We’ve compiled everything we know about the system so far but, to save you a click (sorry Jamie), we just don’t know all that much just yet. The headset features six cameras facing outward for tracking, it is PC-powered and may also work with other devices. That’s about all we know as of this writing.

Earlier this year HTC’s original partner, Valve, released the Index VR headset built toward the high end. The upgraded headset allowed early Vive buyers an upgrade path from the original system starting at $500. The full Valve Index system costs around $1,000, plus a PC to power it. Facebook, meanwhile, released the PC-powered Rift S in partnership with Lenovo as the new version of its original 2016 VR system. Rift S moves to inside-out tracking like HTC and is priced at just $400, but the headset features no mechanical adjustment for the distance between the eyes. The fitting feature is present on the original Rift, HTC Vive, as well as the Valve Index, and is a welcome addition for some buyers with face shapes and eye distances which are outside average distributions.

We’ll have updates for you then on HTC’s Vive Cosmos at 12:01 am Pacific on Sept. 12.

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Vive Cosmos Listed for £700 at Major UK Retailer

Vive Comos, HTC’s upcoming PC VR headset, is confirmed to launch at some point in Q3 2019, meaning any time between now and September 30th. While the company has been tight-lipped on the headset’s pricing and exact launch date, as well as a few remaining specs, major UK retailer Argos seems to have not only listed Vive Cosmos, but appended the specific price of £699.99.

We’ve reached out to HTC to confirm the price, and will update when/if we hear back.

As of 11:30 AM CEST, the page was replaced with an error message indicating that “this product hasn’t been released yet.” You can still check out the listing via a web archive; the price is also visible through the retailer’s search function.

The only supposedly novel piece of information to come from the listing was the purported price, as it was shown out of stock and without any specific release date.

Image captured by Road to VR

However the headset is priced though, it’s important to keep in mind that international pricing rarely converts directly, meaning Vive Cosmos likely won’t cost the exact USD or EUR equivalent of those £700 ($850, €760). As a point of comparison, the Oculus Rift S currently sells for £400 in the UK, €449 in the Eurozone, and $400 in the US.

SEE ALSO
HTC Releases 3 Vive Cosmos Trailers Ahead of Confirmed Q3 Launch

Moreover, European pricing typically includes the Value-Added Tax (VAT), which fluctuates from country to country, whereas US pricing is most often listed without state and federal taxes applied until the time of purchase. If the £700 price point is to be believed, it could put the US price at $700, of course not including any eventual taxes paid at checkout.

It’s also possible that Argos jumped the gun with a placeholder price, however the level of specificity as well as the retailer’s standing as a premier high street shop casts some doubt on this. Considering HTC was quick to strike down claims that Vive Cosmos would sell for $900, stating that the figure was “incorrect (and high),” we’ll be interested to see whether HTC squashes the Argos’ supposed price as well.

The post Vive Cosmos Listed for £700 at Major UK Retailer appeared first on Road to VR.

Viro Move is the Latest VR Experience to Make you Sweat

There seem to be an ever-growing number of virtual reality (VR) releases which want to prove how healthy (and sweaty) VR gaming can make you. Beat Saber, BoxVR and Audica are just some of these experiences combining music a movement to provide an exciting way of burning a few calories. But what happens when you combine all three? Viro Move is what.

Viro Move

Indie Polish studio Fit Reality is behind Viro Move, a title which aims to encourage gamers to exercise and fitness enthusiasts to play videogames. It does this by offering three gameplay systems in one, swords, fists and guns depending on your preference.

Viro Move isn’t being billed as a VR title that simply makes you move, it wants to help you get fit. Designed to provoke natural and healthy physical fitness movements you can try increasingly demanding levels, join tournaments and climb to the top of global leaderboards. “Viro Move will adapt to your specific fitness needs, abilities and current shape, over time making you healthier, stronger, fitter and ultimately happier,” notes the press release.

“We feel that what we are working on is one-of-a-kind. I have no idea how many kilos the team lost while designing and testing the levels, but it was a lot -and that’s just a beginning. I am sure that Viro Move will help the gamers stay healthy and live longer,” says Damian, chief developer at Fit Reality in a statement.

Viro Move

You can think of Viro Move as a virtual coach, motivating you to train harder. Start slowly with a tutorial then hit the higher levels, using the gameplay mechanics singularly or mix-mode, where you can change weapons during dynamic workout gameplay. And because everything you do is tracked and analysed by Fit Reality’s own algorithm, you’ll see all those calories burned, an additional motivating factor.

Viro Move will support HTC Vive, HTC Vive Pro, Oculus Rift and Vive Cosmos headsets when it arrives, although no specific launch date has been set at the moment. For the time being, you can always try Synth Riders which features native integration with YUR.FIT, a piece of fitness software which keeps track of player calories.

As further details on Viro Move are released, VRFocus will keep you updated.

HTC Vive Cosmos Could Be The Only New PC VR Headset Supporting A Wireless Adapter (At Launch)

HTC this week confirmed that the upcoming Vive Cosmos will support the existing official Vive Wireless Adapter.

Vive Cosmos is HTC’s next consumer targeted PC VR headset. This confirmation means it could be the only 2019 consumer PC VR headset with a wireless adapter option- at launch at least.

Index, Rift S, WMR: Wired Only

Neither the Oculus Rift S or Valve Index have a wireless adapter available, and there is no adapter for any Windows MR headset either.

Valve did however recently state it is “looking into several methods” for wireless on Index. The company’s CEO Gabe Newell stated back in early 2017 that wireless was “a solved problem”.

Facebook’s Oculus division has no announced plans to make Rift S wireless. Oculus currently offers a room scale wireless experience through the Oculus Quest, but that’s a standalone headset, not PC connected. Facebook does however hold a number of patents related to wireless PC VR which indicate it is heavily researching the technology, such as positional tracking guided beam forming.

Wireless Adapters Today

There are 3 wireless VR adapters on the market as of July 2019; the official Vive Wireless Adapter, the TPCast for Oculus Rift, and TPCast for HTC Vive. Both wireless adapters for Vive retail for $299, whereas the Rift wireless adapter retails for $319.

The official Vive Wireless Adapter also works with the Vive Pro (and Cosmos too), but TPCast’s adapters only work with the original Rift and HTC Vive, not the Rift S or Vive Pro.

Of course, $299 is still a steep price for wireless (assuming HTC isn’t planning a price cut). The entire Oculus Rift S system is just $100 more.

But there are a number of VR enthusiasts with a wireless Vive Pro who won’t want to go back to the shackle of a cable. For them, Cosmos could be a much more compelling option than anything from Facebook or Valve this year.

The post HTC Vive Cosmos Could Be The Only New PC VR Headset Supporting A Wireless Adapter (At Launch) appeared first on UploadVR.

HTC Vive Cosmos Resolution Will be 2880×1700

HTC Vive has slowly been teasing new information about the upcoming Vive Cosmos headset which was first unveiled during CES 2019. After a short video last week showcased the latest design, now the company has finally released some useful specifications for virtual reality (VR) enthusiasts to get their teeth into.

HTC Vive Cosmos Resolution

Releasing just the singular image seen above, the HTC Vive Cosmos will feature a combined resolution of 2880×1770 (1440×1700 per-eye) using an LCD display. This is an 88% increase in resolution over the original HTC Vive which came in at 1080×1200 per-eye. There’s no specific mention regarding whether this is one panel or two although the infographic does state ‘Real RGB panels’.

With red, green and blue sub-pixels the display will increase the subpixel count over the HTC Vive’s OLED display. While OLED does work better in darker scenarios, LCD does have its benefits for VR including fast switching hence why Valve Index also uses an LCD display.

Vive Cosmos will keep the Vive’s industry standard 90Hz refresh rate, although head-mounted displays (HMD) like Oculus Rift S are starting to play with that number – Rift S is 80Hz.

HTC Vive Cosmos

The information also states ‘40% improved lens clarity over the original Vive’. While that’s quite vague in terms of what HTC Vive has developed, the image does seem to show Fresnel lenses being used, so hopefully, lens sharpness has been improved much like the new Oculus HMDs.

Speaking of Oculus, the Vive Cosmos most certainly looks like a competitor to Oculus Rift S, with its six lens inside-out tracking arrangement, PC tether and halo-style headband. But there are several differences as well. Vive Cosmos has a vented removable faceplate which houses two of the lenses. This new venting system has been designed to keep air flowing so users can stay in VR for longer without fatigue and stay cooler. Additionally, the swappable faceplate can be updated for different XR needs in the future.

There’s still no word on price or an exact release date, with a Q3 2019 window still in play. VRFocus will continue its coverage of HTC Vive Cosmos, reporting back with the latest updates.