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HTC Vive Cosmos Elite - Honest VR Headset Review

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HTC Vive Cosmos Elite is the latest tethered VR headset from the expanding Cosmos line. It aims to solve some of the problems with the original HTC Vive Cosmos while retaining that model's main specs, which are basically two 4,3-inch 1440 x 1700 displays running at 90Hz. Cosmos Elite comes with Half-Life: Alyx and 6- monthly by subscription Viveport Infinity, which at least means there are plenty of things to try with your new headset.

The Cosmos Elite is essentially the original Cosmos, complete with first generation base stations and controllers and a different faceplate attached to the headset. If you've already bought the Cosmos, you can upgrade with the new $200 faceplate, though you'll have to buy your own base stations separately to use it. This modular approach also means you add goodies like wireless adapter , although this solution costs $350.

Now valve index is the preferred high-end headset, and Oculus Rift S covers a slightly more affordable segment of the market. Cosmos Elite replaces the original Cosmos's inside-out tracking by returning to base stations for improved accuracy. It also raised the price, making it yet another expensive VR headset. Another version of the Cosmos, Cosmos Play, is due later this year that uses 4-camera inside-out tracking but should be comparable in cost to the Oculus Rift S. However, the question now is whether the Cosmos Elite can do enough to dislodge Valve. index?

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There are a few things that need to be set up with Base Station VR, and there is a set order to get started. This means it's not as simple as plugging in a headset and immersing yourself in the virtual world, as is the case with the Oculus Rift S or the original Cosmos. Luckily, the first port of call for the HTC Vive Cosmos Elite is to download the setup wizard, which will tell you exactly what to do, when to do it, and pinpoint any problems along the way. 

The first step is to set up base stations. These are the same two devices that came with the original Vive, and each needs its own power connector and must also be mounted in a way that won't get in the way. They have standard fittings for attaching to tripods and light stands, and inside the package you'll also find mounting brackets for attaching them directly to your walls (complete with dowels and screws).

These base stations should be pointed at each other, ideally above head height but angled down to enclose the floor you are set aside for VR. You need a minimum of 2 x 2 meters, and depending on your home, it's surprising how difficult it is to define such an area, especially considering that this space should be empty of furniture, because even your coffee table becomes a potential death trap when you cannot see it. .

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At this point it is worth noting that the package includes a lot of hardware, wires and power cables. The last of which is a little unsettling when laid out in front of you. You don't have to plug everything in to use the HTC Vive Cosmos Elite, but if you try to recharge both controllers at the same time, that equates to a total of five power outlets, not including what you need for your PC.

You will typically only need three plugs for the Cosmos Elite - one for the headset itself and then two for the two base stations. And you can always use the spare USB ports from your PC to charge the controllers, but that's still a lot of wire anyway. You need to use the included USB cables if you want to update the firmware on the base stations too, which shouldn't happen too often, but it's still a shame that such features can't be handled via Bluetooth (in the same way that controllers can be updated). ).

The main cable (the one you will most often connect) is the one that goes from your PC to your headset. As stated, this also requires power, but also connects to your graphics card via DisplayPort and connects to your machines via USB 3.0. This is a very long, strong cable (just under 16 feet), but I found it to twist easily and its weight tends to break the dive. This wireless option, even at $350, is surprisingly enticing.

The headset itself is a bit heavy at 2kg, but the foam is soft and the headband feels comfortable. The head-mounted display (HMD) makes the entire front of the headset heavy and that puts pressure on the forehead, but the headband is secure with a clamping ring on the back, so it's not too bad. The fact that you can easily tilt the display up away from your face is helpful for reorientation.

The headset does get warm though, and this is despite the tiny fan behind the bezel being noisy in use. Fortunately, the inclusion of headphones compensates for this degree, especially since they can be kept in place close to the ears. And these speakers are really good to use, and it's easy to clip them close to your ears without even touching them. Quality audio is vital to VR experiences, and they are well labeled.

The built-in controllers are comfortable, well balanced and intuitive enough to use once properly synced. There's a mini-USB port on the bottom for charging, and their power level is clearly visible in VR, though the only LED on the devices is an indicator to show when they're on.

General hand tracking works well, although a few times my hands suddenly appeared on the floor in front of me - but you get used to such experiences and learn to roll over to reattach them. The large touchpad that sits naturally under your thumbs responds in the same way as the triggers that sit under your index fingers, which offer a good range of touch as well as a satisfying click when fully pressed.

The menu button below the touchpad is easy to toggle, although the system button above it is a bit more of a stretch - although it's provided and rarely called. There are two buttons on either side of the main knob that detect when you're squeezing the controller and took some getting used to, but overall the design is fine.

These are the controllers that came with the original Vive, and while there's no question that they work, it feels like something more is needed in this department. The Valve Index has shown that there is room for innovation when it comes to controllers, and they are holding back the Cosmos Elite.

So, what do you like about the HTC Vive Cosmos Elite? Good, but not perfect. There were occasional sync issues, both with the controllers and the headset. The displays are excellent, and the 1440 x 1700 resolution per eye meant that the screen door effect wasn't an issue, but keeping both eyes focused while flipping the display up and down can be a challenge. The headphones are also good and really added to the immersive experience. This long main cable can be annoying and I wrapped it around myself a few times. The good news is that I haven't had motion sickness, even after extended periods, although I have experienced dizziness a few times looking through the ledges, which I consider positive in dive rates.

I still find the overall VR ecosystem unimpressive. Half-Life: Alyx and a few notable exceptions, game selection is still sketchy. There are a lot of interesting ideas, but there is also a lot of dross and some real decent games. Just watching hundreds of titles on Viveport sums it up nicely: VR hasn't reached prime time yet. In some respects, this is far. I applaud the fact that you get Half-Life: Alyx and 6 months of Viveport Infinity with the headset, so at least you can play around with some fun stuff. But in general, the state of BP calls into question any serious investment in it.

evaluation

Should I buy HTC Vive Cosmos Elite? It's hard to recommend for the money, but it ultimately comes down to whether it lives up to your expectations. The $899 starting price isn't exactly right for first-generation controllers and base stations, even if they work fine. The headset itself is good and there is a lot of focus on user experience here. However, for as little as $100 you can get the Valve Index, and that has the edge so far.

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