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Oculus Rift: Available for pre-order

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Re: Oculus Rift: Available for pre-order

#361
post #52
post #32

Why is Xbox One Controller included? Not PS4 compatible? But hey you'd now think "why didn't I back Oculus on Kickstarter?"

It's a PC peripheral, and always has been. Sony (PS4) has their own VR tech. The Xbox controller ensures all Rift users have the same hardware, which is especially important with VR experiences.

Does it include a wireless dongle for the PC? afaik wireless support doesn't exist yet for Linux. Wish they had included the Steam Controller instead.

Re: Oculus Rift: Available for pre-order

#362

$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…

Right now they are limited by supply not demand. If they sold them at $1 there would be the same number in the hands of consumers at the end of the year. So I don't see how the high price could be resulting in not enough developer interest. If the VR experience can be something everyone want to try if they get a chance Oculus isn;t going to have any problems.

Re: Oculus Rift: Available for pre-order

#363
post #310

Earlier quoted context omitted.

As someone that plays Star Citizen regularly with my Oculus Rift (that I got as a backer in the original Kickstarter, with an SDK), the one thing they won't need to worry about is the games/experiences available for the device.

Star Citizen is of limited appeal, isn't a "AAA" title, and won't sell a platform. Not to mention, it's only 1 game... for this to work, pretty much 99% of AAA titles need to be designed for VR (not just the "enable VR" checkbox). Call of Duty Black Ops III was just released... no VR support. Battlefront was just released, same thing. These are the AAA titles that would bring support... but they aren't. (it also show…

First person shooters probably won't make the transition to VR. Not without basically being redesigned from the ground up. The control scheme is just barf city.

(Although expect to see people playing FPSs on virtual IMAX-like screens in VR. A little bit of stable context can mitigate the nausea.)

But why are you counting the titles available today? The Rift hasn't even been released yet. Even if they are planning to adapt those titles, there's not much incentive for EA and Activision to rush their ports out.

Re: Oculus Rift: Available for pre-order

#364

Earlier quoted context omitted.

Euro Truck Simulator 2 is pretty damn good. I haven't seen it mentioned here yet, but people are more than happy to put scores of hours on that game. And the VR really improves it.

The only reason that game needs VR is so you can see your right side mirrors without changing viewpoint.[1] (Also, it really needs a steering wheel. Trying to drive a realistic vehicle with a game pad/joystick is awful.) [1] https://www.youtube.com/watch?v=56G2jSw4JHs

Well, I liked it at least. It enhances the game in the same way jumping from 16bit to 64bit makes a lot of stuff nicer. It doesn't fix fundamental deficiencies, but it makes the good stuff gooder. Being able to just look at the mirror instead of pressing a key feels way better and is far more natural.

But you gotta give 'em points for mapping the FOV control to the 'seat position' (or something close).

Re: Oculus Rift: Available for pre-order

#365
post #227

$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…

>$599 may seem like a perilously steep price to debut at $599 is nothing for their target: a Dell "Gaming Monitor" is $699.99 (S2716DG) for instance.

That is a silly comparison that I have seen a few times now.

The monitor will last you for at least five years, the Rift will be outdated within the year.

Re: Oculus Rift: Available for pre-order

#366

Earlier quoted context omitted.

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…

Oculus claims that the point of the Facebook acquisition was that they'd have infinity money. As both Oculus and Facebook assert that there's a blank check there, one would hope they've already also heavily invested in a high-quality software library. If not, they need to quickly start doing so. They could start a developer program where devs qualify for free or discounted hardware. They could even start their own ga…

They have already started their own studios called Oculus Studios and Oculus Story Studio. There will be at least 20 Oculus Studios games released this year.

Re: Oculus Rift: Available for pre-order

#367

I think the biggest risk to adoption is real-world interest. I get that VR is a fun tech, and has some potentially cool possibilities. But to me and seemingly many other people, it's just not that interesting. I don't know why, maybe I'm not geek enough, but I just have zero interest. And frankly it feels kind of like a gimmick. I'm especially averse to the idea of strapping on a clumsy headset every time I want to u…

I literally feel sorry for you, not in an unfriendly way, that you haven't seen the right demo yet and can't share the insane excitement that I have for this technology. This is the FIRST consumer release! This is the Palm Pilot 1 of VR. Yes most of the content right now is mediocre but there are some mindblowing experiences too. For instance Elite Dangerous + DK2 + Motion Sim. It literally feels like you are pilotin…

And this is why I think we're heading for a revival (at least temporarily) of arcade places: this kind of setup would be a hit there. For normal gamers? I'm more skeptic, it's probably too early: not enough software, hardware still need many improvements: grid door effect, where are my hands issue, etc.

Re: Oculus Rift: Available for pre-order

#368
post #163

I think the biggest risk to adoption is real-world interest. I get that VR is a fun tech, and has some potentially cool possibilities. But to me and seemingly many other people, it's just not that interesting. I don't know why, maybe I'm not geek enough, but I just have zero interest. And frankly it feels kind of like a gimmick. I'm especially averse to the idea of strapping on a clumsy headset every time I want to u…

Agreed. To look at a monitor, only the eyes have to move; with VR goggles, something needs to be attached to your head AND you'd have to move your whole head to see the environment. Also, is it good to have your eyes focusing on something that close to your face for a long period of time? (not a doctor)

The optics involved mean you aren't focusing 2 inches from your face, with the DK2 you're focusing at 1.3m and the DK1 was at infinity (not sure about CV1). So you could argue its better for eye strain.

Re: Oculus Rift: Available for pre-order

#369

Earlier quoted context omitted.

I was surprised to discover that Oculus have dropped support for Linux and OSX, at least for the time being. I'm sure you can still run the headsets, but it seems like a somewhat risky purchase as long as there is no official support. I'd love to hear about other Linux users' experience with a consumer unit though. I'm really excited about VR and would love to pick up a headset at some point soon. I hope Oculus start…

> I was surprised to discover that Oculus have dropped support for Linux and OSX, at least for the time being. The graphic driver situation is abysmal for both. With Linux, you might as well not even bother with modern AMD cards. They've done a terrible job the last few years, often eschewing such things as a change log that shows what this random update you're downloading does. NVIDIA is much better on Linux overall…

I've got a 980 GTX running on Ubuntu 14.04.3 and it's pretty good overall. I can play most games at a decent framerate in very high quality @ 2560x1440. It can run Portal at 4K, no problem. The rig I have is pretty new and cost just over £2000 though. I've had less impressive results with lower spec'd hardware. As with all things gaming/hardware related, YMMV.
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