Earlier quoted context omitted.
Have you seen the TPCast? That makes the vive wireless, and can already by shipped from China, coming to the US later this year. Intel is also releasing something similar for the vive next year. So that is wireless. LG is bringing out a SteamVR headset later this year with a higher pixel density. And valve just sent out the Kunckles controller to devs, which has full on finger tracking. So we are not very far away fr…
TPCast is a huge step forward. No one saw that coming within a year of the major headsets launching. I've definitely got my eye on that stuff. But it's still huge and clunky at the end of the day. It won't be until the major manufacturers integrate this stuff that mainstream adoption hits. I got into VR development with the mindset that the hardware will be ready in 5 years, and when it is the people who stuck with i…
Facebook can’t decide how much VR should cost
51–59 of 59 posts
Re: Facebook can’t decide how much VR should cost
#52Earlier quoted context omitted.
The amazing thing to me is that my 10 and 8 year old nephews have a PSVR, and Xbox, and an iPad, and all they want to do is play the iPad. They use the Xbox sometimes, and the PSVR collects dust. It seems nowadays low friction is the killer feature.
Kids aren't the only ones. Most of us in the wealthy West now have so many entertainment options that we ignore even many of the ones we've already paid for, or are continuing to pay for. Half the time I forget I have Prime Video at all, and I've temporarily got Showtime for Twin Peaks but despite knowing there are probably tons of other shows and movies on it (and not on Netflix/Prime) that I'd enjoy I've not even l…
Re: Facebook can’t decide how much VR should cost
#53This is pointless, people are not buying VR because there is nothing there they really want to use it for, not because it costs too much. A gaming rig to run it will cost you more.
I think live sports and being able to switch between players/drone/sideline 360 views would be a killer app.
It does make it into a solitary experience. And I think there's also the question of whether people would really want to be that immersed for a 2+ hour game.
Re: Facebook can’t decide how much VR should cost
#54Earlier quoted context omitted.
I don't know where you are getting the 2 million total, but it is wildly off: http://www.idc.com/getdoc.jsp?containerId=prUS42707617 These are numbers for Q1,2017, placing a total of Rift, PSVR and Vive at ~750k units. This is for the worse quarter of the year, post launch hype and off Christmas sales. I'd wager there are 5 million units of "serious" VR units out there. Also of note, something I didn't know: The Vive…
>These are numbers for Q1,2017, placing a total of Rift, PSVR and Vive at ~750k units Combined with the sales from last year, that's almost precisely the 1.5 million units I mentioned sold of the major 3.
Re: Facebook can’t decide how much VR should cost
#55It is not Facebook's right to decide how much VR should cost. That's what a free market is for. They do believe in the free market, right? Right??
So for these reasons, Facebook's pricing choices are complicated and the free market does not clearly prescribe their pricing strategy in the way you suggest.
Re: Facebook can’t decide how much VR should cost
#56Earlier quoted context omitted.
>These are numbers for Q1,2017, placing a total of Rift, PSVR and Vive at ~750k units Combined with the sales from last year, that's almost precisely the 1.5 million units I mentioned sold of the major 3.
Except we're now in the end of Q2. Vive/Oculus now have four quarters of sales, not two, while PSVR has three. Even a linear extrapolation lands in 3 million units, and you still have to account for both the Christmas and launch factors.
That's the thing. You really can't even extrapolate these sales in a linear fashion. There was a massive pent up demand for these devices, and the market is reaching saturation very quickly.
I wont argue that perhaps 3 million units of the major 3 headsets have been manufactured and sold to various outlets already. But what matters for developers is the install base of actual users. The latest numbers for SteamVR show an install base of ~220,000 users [0]. The biggest breakout hit game of 2016, Raw Data, has a current ownership number of ~90,000 users, with an average total play time of 2 hours. [1].
I'm not trying to be pessimistic, but the numbers simply wont be there to support large scale development of games until the install base increases at least 10x, which I do not see happening with this gen of hardware. A lot of this comes down simply to price.
Re: Facebook can’t decide how much VR should cost
#57Earlier quoted context omitted.
I think live sports and being able to switch between players/drone/sideline 360 views would be a killer app.
That's a popular opinion. And it's something that people have a demonstrated willingness to pay for. It does make it into a solitary experience. And I think there's also the question of whether people would really want to be that immersed for a 2+ hour game.
Re: Facebook can’t decide how much VR should cost
#58Re: Facebook can’t decide how much VR should cost
#59Earlier quoted context omitted.
A decade seems like too much. Maybe 3-5 years. You know that expression "wait for the third generation" - I think it applies to VR headsets, too. I've also tried both Oculus Rift and Vive and despite what some may say, 1440p is just not enough. I feel like 4k needs to be the bare minimum resolution, so I don't plan on getting one until it has a 4k resolution. There are also other kinks to solve in the overall technol…
> You know that expression "wait for the third generation" which generation are we on, now? https://en.wikipedia.org/wiki/Virtual_reality#History
Since Oculus Rift and Vive are still the first generation, it's generation 1.