HTC's Vive Cosmos VR headset features built in headphones, inside-out tracking, and a...

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In context: Without a doubt, Valve's recently-launched Index is one of the best (if not the best) virtual reality headsets money can buy right now. It features individual finger and grip tracking, more adjustability than its competitors, a higher refresh rate, a built-in headset, and much more. With all of these advantages in mind, it's been tough for existing VR offerings from other companies to measure up.

Other headsets do offer a better value in most cases (the Index is priced at a whopping $1,000), but for those who simply want the best VR experience possible, Valve's device is the obvious choice. Still, what if you want a reasonably high-end experience but aren't comfortable shelling out that much cash? What if the original Vive just isn't your cup of tea, and the $800 asking price of the Vive Pro is still too much for your wallet to handle?

That's where HTC's latest announcement comes in. Yesterday, the company pulled back the curtain on its latest VR headset: the Vive Cosmos. The Cosmos costs $699 and features an improved design and feature-set over the standard $500 Vive. For starters, the Cosmos boasts a much crisper 2880x1700p combined lens resolution (with a 90Hz refresh rate), which HTC says is an "88 percent increase" over the ordinary Vive's 2160x1200p resolution.

The Cosmos also includes a flip-up front plate design, which means you won't have to take the entire thing off every time someone or something demands your full attention. In terms of sensors, the Cosmos doesn't require any extra equipment thanks to its self-contained "inside-out" tracking technology. In most cases, this tech is a bit less precise than exterior sensor-based systems, but we can't say whether that'll be the case here without trying the Cosmos for ourselves.

HTC says one of the major benefits the Cosmos offers over other Vive devices (And the competition) is its modular design. Moving forward, HTC will be releasing a number of official add-ons that users can equip the device with for various benefits.

For example, you'll be able to swap out the default faceplate for one that uses both inside-out and exterior tracking (granting you better tracking precision), or you can attach a Wireless Adapter to the top to "remove cords from the equation" entirely. HTC says this is "just the beginning," and other mods will be arriving in the future.

Moving away from potential future add-ons and circling back to what the Cosmos will offer in the box on launch, let's talk controllers. As usual, the Cosmos will ship with two of 'em, and they have a couple unique features.

First, they'll house a fancy, circular light ring that curves above the main controller -- HTC promises this isn't just for show, noting that it will help to ensure accurate tracking for both controllers. Second, the devices will be the first Vive controllers to include built-in "precision" joysticks.

If you're already sold on the Cosmos, you can pre-order the device now from your retailer of choice. If you're still not convinced, you can learn more about the headset right here. Either way, the Cosmos is slated for launch on October 3, 2019.

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Should have dropped all the gimmicks and have its wireless adapter built in..... THAT would be a big selling point.
Wireless and high quality video gaming dont go well.
Even when it is somethingb like google stadia, while having the beta with Ac ODysseus, the quality was very low compared to playing it locally.
The video quality would suffer if they wanted this headset to be fully wireless.
Or else, maybe they would be able to make such strong wireless that it would actually gave you brain tumors from too much waves...
 
Wireless and high quality video gaming dont go well.
Even when it is somethingb like google stadia, while having the beta with Ac ODysseus, the quality was very low compared to playing it locally.
The video quality would suffer if they wanted this headset to be fully wireless.
Or else, maybe they would be able to make such strong wireless that it would actually gave you brain tumors from too much waves...

Vive's wireless adapter is for headset to computer connection... -__-

It uses WiGig connection, there is no discernible differences in quality and latency.

Seriously, brain tumor...? do you have a cellphone?
 
Vive's wireless adapter is for headset to computer connection... -__-

It uses WiGig connection, there is no discernible differences in quality and latency.

Seriously, brain tumor...? do you have a cellphone?
I dropped my cellphone in my brain tumor, havent seen it since.
 
Steams Index may be the best VR and Vive's Cosmos may be the mid range option but main stream consumers wont be buying either VR's at $1000 or even $699. Not to mention other accessories will be needed or wanted and then the price goes up quite a bit so there goes that mid range pricing for Vive.

Whether people like or don't like the Oculus Rift S, it has the price point that most like or simply cheaper than the competition. So it wins the main stream consumer over. It's actually selling well too. At least it does in my local area.

Unless more competitors bring their price down VR isn't doing anything. VR has to be priced under $500 for it to take off and only 1 company is doing that. The tech isn't going to take off with one sub par company doing all the pricing. For now Oculus is the clear winner, that's what main stream consumers are willing to spend.
 
Somehow today I learned it's not all that gimmicky after all...
Look at this hand tracking, quite exciting:

In terms of quality gaming content, it is. Emperor's New Clothes seems to be in to laud a litany of practically demo quality vr games in tandem with crudely shoehorned AAA games, like Skyrim VR. A truly AAA experience matching what can be found on 2D still doesn't exist for VR.

"However, actual usage still seems to lag. On average, headset owners use their devices just 6.2 hours a month. What’s more, the top 12% of most active users reported 16 or more hours of monthly usage, but 65% reported fewer that 5 hours of monthly usage."
 
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