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HTC VIVE Cosmos
|Display Size||3.4 Inches|
|Memory Storage Capacity||8 GB|
|Item Weight||1 Kilograms|
About this item
- 6 TRACKING CAMERAS - Get expansive movement coverage with a wide tracking field-of-view
- SUPERIOR VISUAL FIDELITY - 2880 x 1700 combined-resolution, 90Hz refresh rate & adjustable interpupillary distance (IPD) dial for visual comfort and quality
- CONVENIENT FLIP-UP DESIGN - Snap back to reality with a simple push of your display and headphones
- STEAM & VIVEPORT LIBRARY ACCESS - Play your favorite VR games & apps straight from VR's top content stores
- VIVE REALITY SYSTEM (VRS) - Be more immersed, beginning to end, with a reimagined user interface for VR
- VIVEPORT INFINITY – Get 2 months of unlimited VR play of 700+ games & apps. Code included in box.
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From the manufacturer
The VR universe is expanding
Enter the next era of virtual and extended reality with VIVE Cosmos. Discover PC-powered VR designed to maximize simplicity, experience, and possibility. Explore a system that uses the sum of its parts to improve on the limitations of other headsets. Go beyond what you know with VIVE Cosmos.
VIVE Reality System (VRS)
A reimagined user interface for VR
Rethink how you experience VR. Discover a natural, accessible bridge from the real world to the virtual world. Be immersed, beginning to end.
Venture into the next era of virtual reality with Vive cosmos, a system Designed to maximize simplicity, experience, and possibility. Enjoy accurate inside-out tracking, right out of the box-no base stations required. Play where you want, when you want with a portable design and compatibility with a range of vr-ready PCs and laptops. Explore VR with expansive movement coverage and a wide tracking field-of-view powered by 6 tracking cameras. Find your perfect fit with an adjustable head strap. Sharpen your focus and get a clearer view with an adjustable interpupillary distance (IPD) dial. Immerse yourself in VR experiences through 2880 x 1700 combined-resolution displays with a fluid 90Hz refresh rate. Snap back to reality with a flip-up display and removable on-ear headphones. Future-proof your cosmos with next-generation faceplate Mods, powerful wireless play, and upcoming extended reality experiences.
Top reviews from the United States
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NOTE FOR HTC: I hope that the HTC engineers and department heads read this and take note as I really am very, very disappointed with this headset and I honestly believe that HTC dropped the ball on the development of this unit; and rushed it to market without the appropriate testing. I returned my unit to Amazon for a refund.
Summary: I have been an owner of the original Vive for more than a year. My entire family enjoys using the original Vive. And we have not had any problems with the original Vive.
I have been following the Vive Cosmos since it was announced and was looking forward to a system that supposedly has better improvements than the original Vive. Boy, was I wrong. Ordered it on 23 Sep and received it on day of release, 3 Oct 2019. Opening the box and removing the headset, I immediatley noticed how light the HMD is but I found it to be very cheaply constructed and flimsy and the face plate rattles. It just did not feel like a solid headset as the original Vive does. I followed the instructions and installed the required software with no problems..my sytem, I7-8700K CPU, Nvidia GTX 108Ti, and 32 GB RAM; while the resolution is definitley much sharper than original Vive, everything else is a negative...at least to me and my family. While everyone has different likes and dislikes, let me explain the negatives from my use of the Vive Cosmos (used for two days).
Fit: yes the halo strap is comfortable but with the design of the flip up, I just could not get a good sweet spot (clear focus across what my eyes were viewing in Origin or Steam VR or game) without really cranking down the knob on
the back of the headset which was painful. The problem is with this ability to flip up the HMD it does not allow for the HMD to sit flat and close to your face, resulting in severe light bleed from the nose area. I tried different adjustments for hours...all to no avail. Even with the knob cranked down as tight as I could get, there was still light bleed from the nose area and a lot of pain on my head from the severely tightened head strap. And no I do not have a big or small head, I am average; my entire family had the same problems I was having above.
Resolution (The ONLY POSITIVE aspect of the VIVE COSMOS albeit blurriness was an issue at the edges of the eye lenses): yes, much sharper than the original vive but with a very small sweet spot thus leaving a lot of blur on the edges of the lens. I again tried different adjustments to include adjusting the IPD (distance between pupils of the eyes). My IPD is 68. The COSMOS allows and IPD adjustment of 61-73.
Controllers: I did not think the controllers were too heavy nor do i think they were awkard to use. However, the issue with the controllers is they require two (2) AA batteries per controller. I did get about 6-7 hours of use before I had to replace the batteries. Also very few games work with these controllers as they are not mapped for many games. I tried over 10 games and only two worked without flaws...some would not work at all.
Tracking: Not good....first the lighting issue--display kept popping up saying that the environment was too dark. My room has five (5) LED lights in the ceiling and a huge picture window of solid glass. There was enough light in my room to light up an entire drop zone! Tracking was jittery/clunky when using the controllers and many times I lost tracking and it would take 2-3 seconds to regain. I am of the opinion that inside out tracking is just not as accurate as outside in (i.e., using base stations...with our original Vive we have never had an issue with tracking day or night or with any app or game.) I understand that HTC did release a firmware update to address the problem with the lighting...but my question to HTC is why didn't this issue surface during testing...was the COSMOS properly tested,,by who and under what conditions??? Also, HTC is planning on releasing a HMD modular plate sometime in early 2020 (read that to mean maybe by June of 2020) that will allow tracking from outside in and thus allow the user to utilize Valve index or original Vive controllers....well, my next question to HTC is why wasn't this released at the same time as the VIVE Cosmos on 3 Oct....I suspect because it all comes down to HTC attitude of wait and see how many COSMOSs we sell and then if sales are good let's release the external tracking mod.
In summary, the Vive COSMOS definitely improves on resolution display over previous headsets but that is it...everything else is negative compared to the original Vive; and it just DOES NOT go far enough to justify a $700.00 price tag. HTC is all about money and it is a shame because they have the capability to come out with the best VR sytem over any other company...including Valve. But there greed of money will hurt them and I predict that the COSMOS will bomb unless HTC Vive COSMOS undergoes some major renovations as pointed out by the many negative reviews of the COSMOS, and undergoes a major price cut. Last, to reinforce my point about their greed.. why is HTC discontinuing the original VIVE??? The original VIVE sold between 35-45% of all VR HMDs...so why abandon it vice reinforcing it and continue to support it! This is really very sad to me as I would like to see HTC be very, very successful in the VR market...but the decision makers in that company are OUT of TOUCH with reality and this could be the beginning of the end for HTC's VR quest.
The updates just keep coming and things are great. No complaints with any game and by now we have a library of 30+ games that work flawlessly.
Been a few weeks since original review and here are a few additional observations:
1.) More firmware updates for both headset and controllers further improving tracking. It’s very good and getting better.
Purchased several new games:
1.) Drunken Bar Fight
3.) No Man Sky
All games are working/tracking fantastic without the need for and configuration.
Finally, we are going through AA batteries like mad. These controllers chew up batteries. I’d estimate 4-6 hours of solid gameplay before they need to be exchanged for a fresh set.
Getting closer to giving this 5 Stars...
I, like many of you reading this, read horrible things about this headset. I debated for several weeks after careful research before making this purchase for my 11-year-old son who already plays his older brother PS4 VR system. What ultimately convinced me to make the purchase were several key factors:
1.) HTC's reputation in the market for innovation
2.) HTC's modular design, making it capable of future upgrades, and product roadmap
3.) The Cosmos high-resolution support
4.) Steady tracking and other improvements since October release via multiple firmware updates
Setting up the headset, pairing the controllers, making the connections to the computer and creating a room boundary took less than 10 minutes, and it was very easy to do. We just followed the step by step instructions and it was a breeze.
We opened presents early this year so my son and I have been playing with this headset for three straight days. We have played the following games:
1.) Superhot (free for 12 months with Viveport Infinity, included with Cosmos purchase)
2.) Gorn (Purchased on Steam)
3.) Blade and Sorcery (Purchased on Steam)
4.) Budget Cuts (Purchased on Steam)
5.) Arizona Sunshine (free for 12 months with Viveport Infinity, included with Cosmos purchase)
6.) Sairento (free for 12 months with Viveport Infinity, included with Cosmos purchase)
7.) Fruit Ninja (free for 12 months with Viveport Infinity, included with Cosmos purchase)
8.) Five Nights of Freddy (free for 12 months with Viveport Infinity, included with Cosmos purchase)
Each game worked out-of-the-box without any sort of configuration. I have read about people having to bind or map their controller within steam for some of the games listed above but that was not our experience. It is possible a firmware or game update took care of this, but either way, problem solved.
We have had great success and experience with controller tracking. In Arizona Sunshine, there have been few (very few) occasions where my hands lost position and floated off, but I think that might be attributable to me mashing buttons and flailing in a panic when a horde of zombies were attacking me.
We have not had any issues with low light warnings as some have reported. I have this set up in a room where I can dim canned lights, and I dimmed them to a low light setting and the headset never once complained and the controllers have also performed well.
Despite reading complaints about the audio quality, I actually find the headset to produce quick immersive and well-balanced tones. The audio, to me, sounds pretty darn great. Voices, music, and ambient game noises are all clearly discernible and clear.
I did not rate this 5 stars because I'm hoping for continuous improvement and want to see more of the product roadmap realized. I also agree that the lense "sweet spot" is too small and I find myself adjusting the headset here and there. Overall, however, the adjustment frequency is not so constant where it detracts from gameplay, and the headset does include an IPD dial to adjust the lenses so that the sweet spot can be more easily attained per user.
This is a fine headset, and glad I made the purchase.
For what it's worth, my son has been having a blast over the past few days and I have constantly been asking him leading questions with a negative bent to see if I could extract anything to report in this write-up, but he insists at every turn that the Cosmos is perfect. BTW - I have never seen him adjust the headset and he never complains about losing controller tracking, etc. He would rate 5 stars.
Top reviews from other countries
For those that say the tracking is messed up, its not. Its probably there setup or not enough lighting.
I will update if they fix it but get a Rift S or an index for now. I truly hope they will roll out a software update to fix it!
At this point not even sure if the tracking is even fixable due to the use of RGB camera for tracking.
Cord is stiff and heavy like the thickest vacuum cleaner cord but sticky rubber.
Optics? were terrible. I could never find a spot that focused except for the dead centre of the lens after I adjusted the headset again. The uncoated Fresnel lenses cause chromatic colour aberrations so bad small text could not be read in the steamVR library on the menus due to colour diffraction.
Screen door effects were no better than the older Vive headsets or even the Oculus Go at $200
Compatibility? Some games are OK but others ask for buttons that don't exist and help menus have arrows that point to the air. Not really ready for market yet.
Controllers? Too short and hard to handle. Some games require you to jump by clicking down on the top of the joysticks. This is almost impossible without pulling the trigger buttons simultaneously without the controllers sliding out of your hand with their too short, wedge shape, and no grip type materials.
Heat? After an hour your eyes will be dried out and cooked. There is no ventilation and with the nose blinds it is sealed to the display heat.
SteamVR is being driven out with VivePort they are attempting to force on us. SteamVR will not function without the adaption drivers installed via VivePort. No installation without VivePort.
Tracking? Never had a problem and it seemed to work well. Controller batteries are short lived. Expect to get some rechargeables or go through 4 x AA cells every few days.
** Not recommended.** Get a previous version of Vive or any Oculus. I returned mine for credit. Amazon.ca is good about it.