![]() The back holds power, USB, and mini DisplayPort connections, and the front has a connector for the Vive Cosmos itself, which fits the plug on the end of the headset's 15-foot cable. It's a small, gray plastic box about the size of a cell phone. The Vive Cosmos connects to your PC through a Link Box identical to the one that comes with the HTC Vive Pro. They look striking and vaguely Mesoamerican, and help the headset's cameras track the controllers' positions. The rings feature translucent bands around the edges and geometric patterns along the middle, that light up when the controllers are turned on. They feel very comfortable in the hands, and less rigid and straight than the Vive's controllers.Ī thick plastic ring extends upward around each controller's buttons and analog stick, also like the Oculus Touch. They are decidedly Oculus Touch-like, with rounded grips, curved triggers that conform to your index and middle fingers, and analog sticks instead of touchpads. HTC is finally catching up to Oculus' ergonomics for controls, with a completely new set of motion controllers. A 90Hz refresh rate matches these other headsets, and keeps movement smooth. It isn't quite as sharp as the HP Reverb's 2,160 by 2,160 pixels per eye, but it's still very good. The Vive Cosmos displays a 1,700-by-1,440-pixel resolution picture to each eye, edging out the Oculus Quest and HTC Vive Pro's 1,600-by-1,440 resolutions. If you try to just pull the headphones against your ears without manually clicking the hinge closed, they'll just pop off. Unfortunately, the arms are a bit too flexible, and the hinge a bit too loose, so you need to reach up to the hinge itself and press down firmly to get the headphones to click into place over your ears. ![]() An elastic strap loops from the back arch to the front, and connects to itself with hook and loop fasteners to ensure a secure fit.Ī set of on-ear headphones rest on short arms on the sides of the headband, and can flip up and down and slide vertically to adjust to your ears. If plastic sounds cold and hard to you, don't worry both arches are padded with foam and covered in faux leather. ![]() The headband extends around the back of your skull with a second plastic arch with a clicking wheel that loosens and tightens it. The entire visor is mounted on a single hinge that connects to the large plastic arch on the front of the three-point headband. A pupillary distance knob sits below the right-facing camera, and a power LED and button sit below the left-facing camera. The Vive Cosmos looks a bit more colorful and playful than the Vive, with a dark blue outer body covered in a triangle pattern, and two forward-facing cameras reminiscent of eyes (joined by four more cameras mounted on the top and bottom edges of the front, and on the left and right sides of the visor). And, as a PC-powered, tethered headset, you still have to wrestle with a clunky cable while you play around in virtual reality, and after using the completely standalone Meta Quest 2 (which can also be tethered to a PC with an extra cable), it's hard to comfortably go back, no matter how much more powerful a tethered system can be. However, its A$1,299 price is hard to stomach when the Meta Quest 2 can be had for $630. ![]() It completely does away with any need for external sensors, and its redesigned motion controllers are a big step forward. The Vive Cosmos is HTC's latest VR headset, presenting a significant upgrade from both the original Vive and the pricier Vive Pro. ![]()
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