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HTC's Next VR Product, the Vive Cosmos, to be Available for $699

Raevenlord

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HTC has invested heavily into its VR place in the market, with the company being one of the most prolific in both exploring the market (that's till a relative niche) and developing improvements on their products. The new Vive Cosmos VR headset is another take on the VR world, one with modularity in mind and set with better technical specification than the original Vive - while undercutting the Vive Pro by $200, down to $699.

The Vive Cosmos features a higher 2880 x 1700p combined lens resolution (90Hz refresh rate), up from the original Vive's 2160 x 1200p. Usability improvements include the faceplate, which is now of a flip-up design that keeps the headset resting on your head when you need to actually take a look at the world around you (or your pet, or your staring significant other and the cold food that lays on the table by now).






The headset is entirely self-contained, with an "inside-out" motion system that doesn't require any exterior, room-scale sensors - but an upgrade module for the headset will make it compatible with such sensors and bring its motion detection acuity up to the same level as regular exterior-based motion detectors. The wireless modular mod is already available, as it was for the Vive Pro, but the Vive Cosmos, being built from the ground-up for such added improvements, will see more of them in the market. Software improvements and a new Vive user interface in the form of the new Vive Reality System. Also quoted are improvements in the controllers, now packing "precision" joysticks. Grab yours from October 3rd.


View at TechPowerUp Main Site
 
get a much higher resolution at a lower price by buying HP Reverb headset.
 
At least this should solve some of the issues

1. No wall sensors needed, great
2. side cameras for tracking - NEEDED. my WMR headset is great, except for games that want me to have one hand out of view.... (try holding a rifle in game when one hand stops moving as youre just out of view)
 
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When will companies like HTC learn that for VR to take off you need a sub $300 unit that inspires people to want it. Even if they reduced the MSRP on the original Vive to that it would have a larger uptake from the consumer market for VR.

Still not willing to pay money just to feel ill after a few minutes.

That is not really the case with modern VR headsets.
 
likewise,
2,160 x 2,160 pixels per eye vs 2880 x 1700p total for both eyes.
and $650 vs $699
Missed the combined resolution part...
 
At least this should solve some of the issues

1. No wall sensors needed, great
2. side cameras for tracking - NEEDED. my WMR headset is great, except for games that want me to have one hand out of view.... (try holding a rifle in game when one hand stops moving as youre just out of view)

ars technica review of it is live, said it has some tracking issues and lag issues. I'm staying away, had this bookmarked, was going to buy it day 1 but backing out now cause of Ars review.
 
ars technica review of it is live, said it has some tracking issues and lag issues. I'm staying away, had this bookmarked, was going to buy it day 1 but backing out now cause of Ars review.

oof, hopefully software improvements fix that - my WMR is great 99% of the time and its only got the two front mounted cameras - if it had the side and bottom camera, i'd likely have zero issues with it
 
oof, hopefully software improvements fix that - my WMR is great 99% of the time and its only got the two front mounted cameras - if it had the side and bottom camera, i'd likely have zero issues with it

The Rift S supposedly has great inside-out tracking.
 
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