![]() Sure, the Rift S doesn't have quite as high a spec as the Vive Cosmos. Indeed, I haven't had any problems getting the Rift S to work with SteamVR over the last month or so since I've had it in for testing, and I've been able to use it in all lighting conditions, even when it's been super sunny outside and I've had the curtains open, or at night with the lights on - which is something I can't say for the HTC Vive Cosmos. It's exactly what owning a VR headset should feel like in 2020 - simple and hassle-free, without anything getting in the way of playing your favourite games. Instead, all you need to do is connect the headset cable to a spare DisplayPort and USB3 port on your PC, download the Oculus Rift S installation software and you're off. Thanks to its inside-out tracking, there's no need for external sensors anymore, and you don't even need to find a plug socket for it like its HTC Vive Cosmos rival. The key attraction of the Rift S is just how easy it is to set up. Tracking: 6 DOF inside-out tracking via 5 cameras As much as I like the idea of what the current HTC Vive Cosmos is trying to achieve with its modular faceplate design, it simply isn't as good in practice as the Oculus Rift S, making this the VR headset to buy if you don't have north of a grand to spend on something like the Valve Index. Fast forward to 2020, though, and how the tables have turned. The Rift didn't do proper room-scale VR, it didn't come with any motion controllers, and it was just as much of a faff to set up due to its external sensor. Back then, I just couldn't see the appeal. When Oculus launched their original Rift headset back in 2016, I was one of those people who was firmly in the HTC Vive camp.
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