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Oculus Rift Pre-Orders to Open on January 6

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Re: Oculus Rift Pre-Orders to Open on January 6

#211
post #200

Earlier quoted context omitted.

The Big Kahuna is going to be standalone mobile VR headsets. Expect to see a self-contained headset from Oculus for the price of a mobile phone within 5 years. Zuck knows he failed with Facebook Home. He has surveyed the landscape and he knows he'll never be more than the most-used app on someone else's phone. But he's still salivating to own a platform, so he's looking to the future. Think about this: if you're sitt…

> if you're sitting on the train, or waiting in the Doctor's office, would you rather wait in VR Other than the added privacy, I'm having trouble imagining the advantages of that. I'm reading my facebook feed, but now nobody else can see it, oh boy! But see, I already don't care if people see. So that doesn't help me. Being immersed might actually hurt me though. Honestly, the idea of being on a train and having no i…

The major benefit to me would be being able to look up from my coding to see, say, a beautiful professionally captured sunset over Half Dome instead of glancing over at a horrible painting someone bought from Bed Bath & Beyond.

Re: Oculus Rift Pre-Orders to Open on January 6

#212

Earlier quoted context omitted.

The hardware requirements are a marketing gimmick. They aren't "requirements". What works in AAA games to make "good" looking graphics often fundamentally breaks down in VR anyway. It's no different of an equation than we've ever had: set your polygon budget and stick to it. Compelling experiences will be had on lesser hardware. There is a lot more to the world than Call of Halo 15. Or not. Give it a year and it won'…

The hardware requirements are based on the 90 FPS requirement for good feeling VR. That extra 5ms of savings is quite difficult in a lot of experiences. And even without all the "good" looking graphics requires quite a serious amount of rendering hardware to get consistent, which is very important. You're not going to get the standard AAA experience level graphics in VR, you're talking about a ~20ms difference in ren…

>> 90 FPS requirement for good feeling VR

This is not a requirement. It's a nice-to-have. 60fps is good enough for most people. 75fps is good enough for the vast majority of people. And asynchronous timewarp largely makes the issue moot, too.

Regardless, Microsoft bought Mojang for $2.5 billion dollars. Zynga has a market cap of $2.4 billion. I think the era of AAA games like Call of Duty being your main cash-cow are over.

You don't need to spend anywhere near all of your cycles to make a good VR experience.

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