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Open Source VR - Heads-On with HTC Vive Cosmos
Steve Farrelly
AusGamers Editor
Sydney, New South Wales
8332 posts
Depending on your position, VR is either dead or dying, or just waiting on that eureka technological leap to fully realise its promised potential. HTC's Vive Cosmos headset, released this month, might just be that virtual reality saviour. And we got a complete heads-on experience with it.

Here's a snippet from our hands heads-on:
One of the main reasons for the visual leap in Cosmos is that HTC jumped deep into LCD tech, minimising the “distance between pixels” in concert with “real RGB displays”. This makes the usual VR “screen-door” effect largely a side-effect of yesteryear. Most of that came from the tech information we got in written form, but what I can express is that the experience is clearer. Like, 100% 88% clearer. What this does is, maybe unexcitedly from a hype point, help with text in games and apps. That museum experience I mentioned is largely community-run, which means installations and submissions go through an open vetting process. However, successful VR artists (and this is a growing field to keep an eye on) get their space in the museum and like real-life museums you get a plaque explaining the point behind the piece. And with Cosmos this was as clear as I’ve ever experienced.
Click here for our full Cosmos experience.
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