The review read like he was expecting it to be the iphone version of VR. Complaints about using an expensive computer, the cord, having to use muscle memory, etc. come off like the type of person who wouldn't be interested in the Oculus in the first place. While I agree that it looks clunky, really it's the performance that most would-be buyers are interested in.
The operative word here is "mainstream"
Oculus Rift Review: VR’s Rising Star Isn’t Ready for the Mainstream
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Re: Oculus Rift Review: VR’s Rising Star Isn’t Ready for the Mainstream
#22The review read like he was expecting it to be the iphone version of VR. Complaints about using an expensive computer, the cord, having to use muscle memory, etc. come off like the type of person who wouldn't be interested in the Oculus in the first place. While I agree that it looks clunky, really it's the performance that most would-be buyers are interested in.
The operative word here is "mainstream"
Gaming PC's used to be ~2,000$, this is 600 + 950PC = 1550$. https://www.oculus.com/en-us/oculus-ready-pcs/ Which is not free but hardly going to break most people. Don't forget this is just a mid-range gaming PC which many people are going to get anyway which drops this down to the cost of a high end cellphone.
PS: IMO, WoW was mainstream as a PC only MMO with a few million subscribers in the US.
Re: Oculus Rift Review: VR’s Rising Star Isn’t Ready for the Mainstream
#23Re: Oculus Rift Review: VR’s Rising Star Isn’t Ready for the Mainstream
#24This has been my suspicion. The new kids on the block are actually really fucking great. In fact, they have so much hardware expertise and ready audience to launch it mainstream, for example, ps vr
Re: Oculus Rift Review: VR’s Rising Star Isn’t Ready for the Mainstream
#25Re: Oculus Rift Review: VR’s Rising Star Isn’t Ready for the Mainstream
#26How does it work with glasses? The original DK1 had an awkward set of lenses that you had to place inside the headset.
Re: Oculus Rift Review: VR’s Rising Star Isn’t Ready for the Mainstream
#27>There’s already another VR rig that doesn’t have a tether—and it costs a fraction of the Rift. Samsung’s $100 Gear VR, made in partnership with Oculus, is powered by a smartphone that you physically insert in front of two lenses. The extra costs of the Rift (monetary and otherwise) would be justified if its image quality were dramatically better than the Gear’s, but it isn’t. I already got the sense that the author…
Re: Oculus Rift Review: VR’s Rising Star Isn’t Ready for the Mainstream
#28Re: Oculus Rift Review: VR’s Rising Star Isn’t Ready for the Mainstream
#29Earlier quoted context omitted.
The operative word here is "mainstream"
Is ~50 million people "mainstream"? Considering he complained about downloading drivers this must be very easy to setup. Gaming PC's used to be ~2,000$, this is 600 + 950PC = 1550$. https://www.oculus.com/en-us/oculus-ready-pcs/ Which is not free but hardly going to break most people. Don't forget this is just a mid-range gaming PC which many people are going to get anyway which drops this down to the cost of a high…
Re: Oculus Rift Review: VR’s Rising Star Isn’t Ready for the Mainstream
#30>There’s already another VR rig that doesn’t have a tether—and it costs a fraction of the Rift. Samsung’s $100 Gear VR, made in partnership with Oculus, is powered by a smartphone that you physically insert in front of two lenses. The extra costs of the Rift (monetary and otherwise) would be justified if its image quality were dramatically better than the Gear’s, but it isn’t. I already got the sense that the author…
In use, this makes a huge difference if you're looking to put someone in a virtual environment. It's not even restricted to gaming applications. All of the software I've tried on my Rift dev unit and someone else's Gear made this abundantly clear to me. Not being able to lean forward/back/around things takes away a huge part of the "immersion" factor leaving you with more of a souped-up 3d screen.
In terms of cost, for the Gear, don't you also need one of a few specific, expensive Samsung phones? I admit I haven't followed it as much lately so I don't know if they are selling something more affordable with the phone-stuff integrated or allowing the use of other phones. When I looked last, you needed a ~$700 phone plus the Gear. Not too big a price difference between $800 for phone+Gear and $1000 for a good video card+Rift. Personally, when I'm even considering something this expensive, new, and unnecessary, $800+ versus $1000 isn't a huge difference since I'm already spending a lot on something I don't really need.
The other huge thing I've noticed is that all of the best new and in-development VR stuff just isn't gonna be something you can run on a phone or a Playstation. It's gonna be beta software (if you're lucky) and require a powerful, flexible platform like a computer. Down the line it will even out but right now, none of the really impressive stuff I've seen for VR will run on Gear and I doubt it will be in the Sony Playstation store anytime soon. That same console-level polish and ease comes with a flip-side: no access to anything that isn't seamless or marketable just yet.