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Oculus Rift: Available for pre-order

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Re: Oculus Rift: Available for pre-order

#211

Earlier quoted context omitted.

Playstation VR launches some point this year. Costing obviously remains to be seen, but the tech is there.

Sony has hinted that it might cost around $400. And you also need a PS4 (which is around $300 now).

Given the specs required by Oculus I'm not very confident the PS4 will be able to deliver a meaningful VR experience.

Re: Oculus Rift: Available for pre-order

#212

Earlier quoted context omitted.

From the hardware FAQ on /r/oculus: "Can I use a weaker PC for basic content? With weaker hardware, it may be possible to run very graphically simplistic content like virtual desktop, virtual cinema (for watching movies), and 360 videos, however you will be totally on your own without support if you choose to do this, and it is unlikely that there will be many (or any) games that support lower specs. If you do wish t…

Sadly, this is what stopped me from considering the Oculus Rift. My expectations were wrong in thinking this would be more of a mass-consumer oriented product instead of targeting VR hobbyists'* Basically, forcing people to shell out ATLEAST 1600$ to be able to use it (not to mention making them buy a desktop). Aside: I was always more interested in the potential of Gear VR. Thanks for the info.

Unfortunately this is the way it will be for the immediate future - the combination of high resolution requirements and high refresh rate requirements means that any VR application will have to render a lot more pixels than "typical" games on phones/PCs.

You can for example get away with rendering at 30Hz for a typical game, but that's a recipe for nausea in VR - where you'd want 90-120Hz instead. That's a lot of extra pixels immediately.

Even something as simple as a virtual desktop is going to be pretty performance intensive if only because of how many pixels your hardware has to push around.

There's not really a good way to make a mass-consumer (i.e., low-end PC, mid-end phone) version of this tech yet, and probably not in the near future either since any hardware gains we make (either in mobile or desktop) will be poured into visual fidelity.

Re: Oculus Rift: Available for pre-order

#213

Has anyone with vision issues been able to try out the hardware? I suppose it's more of a software issue, but I'm blind in one eye, and if applications assume you have vision in both eyes, you could end up with usability issues when controls are only displayed on one screen or the other.

You won't have to worry about that. UI on only one eye would be a very bad idea for everyone. I can speculate about someone using it for an intentionally weird and distracting ghost effect or to approximate "impossible colors" like red-and-blue-not-purple. But, otherwise it won't be done.

Also, people with monocular vision have reported that the 3D-ness and presence of VR headsets works just as well as real life. In fact, it's fairly common for people with stereo vision to have a hard time noticing when they are running VR software that intentionally/unintentionally displays in mono.

Re: Oculus Rift: Available for pre-order

#214

$599 may seem like a perilously steep price to debut at, but right now, Oculus faces a much bigger risk than low sales volume: Poor reception. If this was the MSRP required to ensure a comfortable, nausea-free experience, it's far better to have a killer product at a high price point than a "don't buy the first generation" product at the price point people were expecting. The former can lead to a cheaper gen 2, but t…

I would argue that price (and this being a high one) could just as easily lead to ruin. The quality of a user's experience with the Oculus is going to be directly correlated to the quantity and quality of games/experiences available for the device. Even if it's silky smooth and you can use it for hours on end without issue if you run out of quality content in two hours there's a problem. Quantity/quality are even mor…

> Developing a high quality gaming experience is EXPENSIVE, and AAA regularly do not recoup their costs even when they're being offered to a huge user base

The problem is that you're associating quality with only AAA titles. There are have been plenty of quality indie titles for years now.

> Even if it's silky smooth and you can use it for hours on end without issue if you run out of quality content in two hours there's a problem.

I don't know about the oculus store, but there's already enough content with existing titles on Steam.

Re: Oculus Rift: Available for pre-order

#217

Earlier quoted context omitted.

My thoughts as well. Plus the price is roughly comparable to a higher end smartphone. Given the hardware and software involved, it's not terribly far off for a gen 1 device. I think of the Palm and WinMo phones I paid $500+ for during the early generations of smartphones and it starts to make more sense. And just as I'm sure those devices from Palm and HTC could've been a lot nicer even with the tech of the day, the…

> Plus the price is roughly comparable to a higher end smartphone. Interesting comparison, but most people are able to finance phones through their carrier (although I haven't looked into that for a bleeding edge new phone model).

Back before smartphones were the norm, if you wanted a high end phone, you had to buy it on your own. I remember purchasing my first high-end Sony Ericsson for something like $600. It wouldn't be stretch to believe that after a few years of production, the price of the Oculus will be under $200.

Re: Oculus Rift: Available for pre-order

#218

Earlier quoted context omitted.

As someone old enough to remember that time, no one said that.

As also someone old enough to remember that time, lots of SNES and Sega Genesis owners were saying that. And people were getting sick from Doom at far greater rates than they are today from Oculus Rifts.

> And people were getting sick from Doom at far greater rates than they are today from Oculus Rifts.

That remains to be seen when VR headsets arrive in households. We just don't know that yet.

I got convinced by the tech after trying a Develover Kit, but the that people (inclduing me) will get sick from it is my big concern.

Re: Oculus Rift: Available for pre-order

#219
This is for sure too expensive for casual gamers. And probably too expensive for serious gamers - at least until there are some serious VR games. By the time that serious VR games arrive, the price of a quality VR headset - with built-in GPU - will probably be around $400.

This will remain a small niche market until mainstream killer apps arrive - and those won't be games. The obvious killer apps are a) immersive major league sports, b) immersive animated movies, c) immersive porn. Then the tech gets cheap enough that useful killer apps will emerge (education, history, etc.)

Re: Oculus Rift: Available for pre-order

#220
My biggest fear for VR is that it's going to introduce a much more severe form of console exclusives. I really don't want to drop $600+ on an Oculus Rift only to find out that some other killer game from Valve is going to support VR, but only on the also very expensive Vive.

It's frustrating enough having to own multiple redundant game consoles to play all AAA titles, but it'll be even worse (and basically unaffordable) having to own multiple VR headsets.

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