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TomCgcmfc

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Posts posted by TomCgcmfc

  1. Thanks Steve. I have finally decided to keep my Cosmos and ride its current issues out.  At least for the next month or two.  In the meantime I will only use my Cosmos for flight and racing sims (which all work well without Cosmos controllers).  I'll  continue to use my good old Oculus Rift cv1 w/2x sensors for everything else.  Fortunately most of my Viveport Infinity games work well with my Rift and, with a little super sampling, almost look almost as good as well.

    • Like 1
  2. BTW, I have finally decided to ride the Cosmos issues out.  At least for the next month or two.  In the meantime I will only use my Cosmos for flight and racing sims (which all work well without Cosmos controllers) and I'll use my good old Oculus Rift cv1 w/2x sensors for everything else.  Fortunately most of my Viveport games work well with my Rift and, with a little super sampling, almost look as good as well.

  3. 14 hours ago, albertomr3 said:

     

    That is not completely correct... Valve base stations were developer by HTC, in fact, are the same Light Boxes. That´s not better technology and is not more accurate. In fact, can be worst or slower in some cases. Inside Out Tracking is the Tracking that Windows Media, Oculus Rift S and Cosmos have... and Cosmos maybe by far the best of all... The worst is Windows Media Tracking as is based on only two cameras on the front of the HMDs, Rift S and Quest owns the most accurate tracking now, but only because they improved it over time.. on release it has almost the same problems that Cosmos had low light, occlusion, etc, but with the usage data and users reports Oculus managed to improve it and make it more accurate... But it is the worst technology based on B/W cameras and IR LEDs on controllers... becouse they track points on the room, mostly like the external light boxes...

    Why Cosmos RGB cameras are better? Well, because they allow you to not only track your controllers but your environment at the same time, providing us later with AR or XR advantages... This is why on the Cosmos Room Setup you scan objects with your view and if you activate the passthough option to show objetcs you will see the green contourn of the detected objects on your room, not all of them, just the one used by tracking.... this will allow later developers to integrate your envoiremt to the gameplay, for example if you have a sofa on the game you could see a sofa or stones that you can´t walk over hehe, there is place for a lot of nice things

    Check a sample of XR here: https://drive.google.com/open?id=1Fl_VY-41fThn02083iA5yEwRe-Z2bqpG

    And here an example of 3D environment scanning, https://youtu.be/94uKZCV5fH4

    Those things are only possible right now with VIVE PRO and Cosmos, thanks to their front RGB cameras... Please select one method to verify the above website ownership..

    So as a developer, I suggest you to have patience with HTC, they are going on the right direction on VR and AR but in order to further develop this technology our community help is required, as develpers need our feedback and data, to improve the code not our hate!!

    That's very interesting and informative, thanks.  Like you say, tracking is probably going to improve in the future.  Hopefully room lighting and room details will also be a little more tolerant.

    My main current concern right now is the lack of Cosmos controller compatibility.  In most Steam and even many so called Cosmos ready Viveport games, the Cosmos controllers do not work or do not allow for all functions.  If they do they often just emulate Vive wands and require you to do a lot of silly thumbstick presses to simulate the Vive wand touchpads..  Maybe  Vive and Developers like you need to work harder to fix this asap.  I have tried to use the SteamVR controller binding option but I have not been successful with this so far.  Since the Cosmos controllers basically have the same layout as my Oculus Rift touch controllers I don't understand why these cannot easily be emulated.  The blame probably needs to be shared with both Vive and game developers imho.

  4. 1 hour ago, oxygen4004 said:

    Tom, I bought new batteries, same issue

    SteamVR version 1.7.15

    This issue since I update geforce driver on 10/22

    @oxygen4004

    I had some problems with that nvidia driver as well and I rolled back to 436.48.

    I also opted out of the latest Vive Cosmos beta 1.07 and rolled back to 1.05.

    I'm actually using SteamVR Beta 1.8.16.  This Beta is close to final release so it may be work trying it now. 

    In your case I suggest you at least roll back your nvida  driver.  You should use DDU to uninstall previous drivers (google how to do this).  Good luck.

  5. 14 minutes ago, stvnxu said:

     

    @TomCgcmfc ,

    Sorry to hear your the update isn't working out for you. If you have the time, submitting a report on the v1.0.7 would help us look into the issue you mentioned especially the tracking. I totally understand if you do not wish to.

    Again, thank you for all the feedback! I'll continue to work to bring this to our team's attention to address.

    Steve

     

     

    Hi Steve, sorry mate but I'm not prepared to go back to 1.07 right now because it caused me la few problems and it took me a while to roll back to 1.05 in order to get things back to normal (whatever normal is for the Cosmos, lol!).  When another update comes out I will  file a bug report (which seems to take ~30 minutes to generate btw) if necessary.  I realise that we all need to work together to help fix these early issues but I gotta say I'm getting pretty close to the end of my tether.

    I'm very disappointed that Cosmos Controller bindings and displays in Steam and Viveport apps have not been made fully compatible  In many cases either do not work or are missing actions.  Having the Cosmos show up as Vive wands, which then often makes you have to do silly things like pressing down the thumbsticks in different directions to emulate the Vive Wand's touchpads is unacceptable imho.  The Cosmos controller layout is very similar to my Oculus Rift touch controllers.  I cannot understand why the Cosmos controllers cannot be made to emulate these rather than Vive wands.  Passing the buck onto developers is not helping any of us users right now.  I have looked at Cosmos controller rebinding options within SteamVR but I have not been successful in getting these to work properly.  Surely 'someone' can come up with a universal Cosmos/Rift Touch Controller binding script that could at least be used with Oculus compatible games/apps.  Because of the poor Cosmos controller compatibility I'm finding that all Oculus Rift compatible Viveport games are much better to play with my good old Rift cv1 w/2x sensors and .with a little 1.5-2.0 super sampling ,they almost look as good.  Since I bought the Cosmos to upgrade my Rift, I'm obviously pretty disappointed right now.

    One thing to add, and it may or may not be relevant.  Yesterday when I was testing out the Cosmos pass through cameras in normal mode I noticed that the auto-exposure is very sensitive to very slight changes in room lighting conditions.  My hobby room is pretty evenly lite but small movements (sideways or up/down) resulted in fairly big kicks in the auto-exposure.  This normally only took a second or two to correct but there definitely was a bit of flashing/spiking in between these corrections.  So, maybe the auto-exposure gains are incorrectly set?   Yesterday I did a similar test with a friend's Rift S (I have the original Rift cv1 w/2x sensors and it does not have pass through).  The Rift S pass through looked like a black and white horror film but at least there was very little auto-exposure correction going on, even when moving into fairly different lighting levels.  I really do not know enough to to say for sure but maybe this is contributing to our current tracking issues?  Anyway, I just thought I would pass this on.

    • Like 1
  6. 58 minutes ago, pataan said:

    I have Dirt Rally 1.0, but I could not play it with Cosmos. How did you get it work ?

    Both 1.0 and 2.0 work great in 2d.

    Ok, I checked this out again and DR 1.0 only has has Oculus Rift support.  About a week ago I got it working with my Cosmos using Revive and it seemed to work ok with my Xbox controller, but I did not think it was significantly better than with my Rift.  Based on current reviews (and fairly high price) I have not bought DR 2.0 btw,.  Based on what you're saying about performance I doubt I ever will, lol!

    Since not all my Oculus library played very well with Revive (including with the latest Revive version which is supposed to be more Cosmos friendly) with my Cosmos controllers I ended up scrapping Revive for now.  For now I'm just running my Rift with it's library and my Cosmos for my Steam and Viveport libraries.  Actually, as long as I remember to power off  my Cosmos Link Box, I do not have many problems accessing all my Steam games, and most of my Viveport games with my Rift.  They often do not look quite as nice as with the Cosmos (adding some SS helps a bit).  However, because the Cosmos controllers still have very poor compatibility (even with many so called Cosmos ready ones) the gameplay with the the Rift touch controllers is generally a lot better.  At least for now.  Hopefully this will improve in the near future but until then I'm very glad I've kept my Rift installed and operational.  The only other thing I need to do is to with my Rift is to turn off the Oculus OVRservices before switching back to the Cosmos (I use OTT to do this) to avoid Oculus home trying startup with some Steam games, and independent flight sims.  Also, I generally need to go into my Windows sound setting and reset the Cosmos speakers to default.

    • Like 1
  7. I actually like a little nose flap leakage because when I am using flight sims like X Plane 11 it lets me peek at my keyboard.  I find this a bit more convenient that tilting up the headset and then needing to readjust it all the time.  A fellow flight sim friend of mine actually removed the nose flaps altogether with his Rift S headset.

  8. 24 minutes ago, laprid0 said:

    apologies if this doesn't read terribly well in some parts - I went back to edit but time limit reached or something so I can't...

    That's ok mate I think we get the general idea, lol! 

    One thing I disagree with is your comment regarding Google Earth VR.  This works great with my Cosmos controllers, basically the same as with my Rift touch controllers.  Also, bumping it's SS up to 1.5 makes it visually look fantastic imho.

    I'm also in Australia btw.  When I pre-ordered my Cosmos it was only available from the Vive Australia store.  Where and how did you purchase yours?  Please let us know how your refund process works out.  Thanks.

  9. On 10/25/2019 at 7:34 PM, KhantCaThing said:

    my box is plain white. I've been running round in circles with your help desk. After sending them all the details. They sent a code that didn't work. Now I'm back to square one with them asking for the details again. I'm considering sending it back and getting a refund. I don't expect to pay so much and get messed around.

    Sorry but it's kinda hard to believe you did not get this Blue coloured insert flap.  Maybe make sure your mom/wife/partner did not throw it out, lol!

  10. Good for you mate. 

     have tried pressing the Cosmos headset close to my face but I did not really see any significant improvements with either FOV or sweet spot.  It just made my headset kinda uncomfortable. 

    Like you, I'm looking forward to further Cosmos firmware/software improvements. After current issues are sorted out I'm looking forward to trying out Wireless.

  11. I have a Rift cv1 w/2x sensors and  pre-ordered a Rift S which I ended up returning for a refund.  This was mainly because of no IPD adjustment, poor audio, and touch controller grip/trigger lag. 

    The main advantages of my pre-ordered Cosmos over the Rift S imho are; better screen resolution/clarity, mechanical IPD adjustment, and better in-built headphones.  Also, the Cosmos has a modular design so it may be a bit more future-proof (if that's ever really possible, lol!).  Currently the Cosmos tracking is pretty poor, maybe even worse than the early Rift S, but hopefully this will get sorted out soon.

    Also, the Rift S controllers are a bit on the cheap side quality wise, but at least they are compatible with the original Rift cv1 touch controllers.  The Cosmos controllers are still not compatible with most SteamVR games and even many so-called Cosmos Ready Viveport games.  Revive still does not work very well as wll.  Again, hopefully Vive and game developers will rectify this soon.

    So, really up to you to decide.  I did not think that the Rift S was a good upgrade to my Rift cv1 w/2x sensors but I'm still optimistic that the Cosmos will be.  It certainly has made it's mark with all my current Flight and Racing Sims  Time will tell I guess.

  12. 2 hours ago, Phr00t said:

    This update is definitely a step in the right direction. There is a noticeable improvement in tracking and field of view (which I report in more detail here). More improvement could be made in both areas, although tracking has further to go.

    I think the biggest problem with tracking, at least for me, was controller obstruction. They wiggle and get stuck quite a bit when crossing paths, but it is better than v1.0.5 was. Headset tracking still had a little wobble to it.

    Anyway, much more hopeful this thing can be fixed and looking forward to more updates. I'm keeping the Cosmos for a little while longer.

    I'm glad you have noticed a FOV improvement.  I cannot see this but I'll take your word on it that.  It looks the same to me.

    So, have you stuck with 1.0.7 for the better FOV or gone back to 1.0.5? Thanks.

  13. I just played with beta 1.07 for the last couple of hours.

    First thing I found was that it started me in Origin even though I've never selected this option and and the console settings do not show it checked.  Actually you cannot check it anyway.  So this kinda wastes a bit of time loading Origin every time when I just want to use lense to select a game.

    Secondly, I did not see any improvement in tracking.  Actually seemed a little worse to me.  Even in origin the controllers bounce all over the place if they come within a foot of your headset or get about 6 inches away from each other..  Arrow and slingshot games like Angry Birds were even worse than 1.05. 

    Thirdly, the console startup seems worse.  I had to reset my link box 1-2 times in order to finally get the Headset Ready.  I also noticed that the SteamVR overlay did not show up until I started an app.

    So I'm sorry but this beta 1.07 is a big fail for me. I just went back to 1.05 for now and it seems to work a little better for me.  Very disappointing imho.

  14. UPDATE;

    After a few more hours testing the nvidia 440.97 driver I did start to notice a little instability, like wavy graphics in some viveport games.  So I uninstalled it (with DDU) and reinstalled 436.48.  This seems to have fixed this so far.  So I still recommend staying away from 440.97 for now.

    • Like 1
  15. OK, just for fun I tried this new nvidia driver (440.97) and it seems ok to me.  I always use DDU to completely uninstall previous drivers btw.  Also, I only download and install the graphics and physx, not the HD audio or anything else.  

    I tested this out with quite a few Viveport, steam, and independent  (like X Plane 11) apps/sims and all seemed to work fine with my Cosmos.  I cannot say I've noticed any difference in performance compared to my previous 436.48 driver though.

    • Like 1
  16. 3 hours ago, oxygen4004 said:

    Since geforce update 10/22, my cosmos is shutting down every 10min

    Someone else has this issue?

    Lots (not just Cosmos users) are having problems with this new 440.97 driver.  I recommend rolling back to 436.48 (which included Cosmos support).  That driver works well with my Cosmos.  As an aside, I don't think it's worth updating to any new nvidia driver unless it addresses a particular problem and even then, wait for some reviews.

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