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Oculus Rift: Available for pre-order

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Re: Oculus Rift: Available for pre-order

#241
post #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 unaffordab…

That's very likely. Valve is almost certainly going to release a game that takes advantage of the "roomscale" capabilities they helped develop for the Vive. If they make full use of it, the game may be impossible to port to a headset that doesn't allow you to walk around.

It's not really that different from multiple consoles, what did an Xbox360 and a PS3 cost in today's dollars?

Re: Oculus Rift: Available for pre-order

#242

Earlier quoted context omitted.

There is no expectation from anyone that the Rift is nausea-free.

It's not the headset that causes the nausea, it's the software.

Nausea, headaches, (and a bad experience) can be caused by things like low resolution and low (max) framerates, for example. Software cannot do anything about those issues.

Re: Oculus Rift: Available for pre-order

#243
post #82

Earlier quoted context omitted.

[deleted]

High-end gaming monitors can go for about half the price see this benq monitor for example http://gaming.benq.com/gaming-monitor/xl2411z .

That's not really a high-end monitor. It's pretty average except for its refresh rate.

Re: Oculus Rift: Available for pre-order

#244

$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…

> The problem here is if developers will be able to make money creating quality experiences for Oculus if the userbase is tiny because no one can afford one. The user market is already being fractured by the different units available - if I develop a game for the HTC Vive (which supports room tracking) is it easy or even possible to port the experience to the Oculus?

The Vive will be as expensive and likely more expensive than the Rift.

> 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

Oculus has already paid for a number of Rift exclusive games. Expect them to keep doing that.

Re: Oculus Rift: Available for pre-order

#245

Earlier quoted context omitted.

> 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 ther…

I agree that there have been plenty of quality indie titles but I think the 3D / recreating reality aspects of VR are somewhat limiting here. 2D games (some of my favorite recent indies) are out of the question in VR. A major goal of VR is to recreate reality or some "reality", which requires well designed 3D models and animations. That being said I think there will be great indie experiences available, but they'll a…

I don't think that even AAA level models are good enough for VR. They have the "uncanny valley" effect -- they're close enough to looking good that they just creep you out and throw of that "presence" feel you're looking for. I think it's going to be a long time before you see human faces in VR.

So everybody, even the AAA guys, are going to be putting you into environments like cartoons, space and buildings rather than natural environments, and the people you interact with are going to be in vehicles or space suits or avatars or anything to avoid having to model a human face.

So, ironically, AAA budgets probably aren't going to be a hugely limiting factor, at least in the first wave of VR games, in my opinion.

Re: Oculus Rift: Available for pre-order

#246

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…

>This is the FIRST consumer release! This is the Palm Pilot 1 of VR.

Actually, there were multiple VR technologies released in the 90s and 2000s. This isn't like being on the groundfloor of some new concept, its like a revival of something old. I wish Oculus all the luck in the world, but this technology has failed in the market many times. Yes, maybe more FPS and higher resolutions is what was needed, but I guess we'll see. Some 90's products:

http://www.cheatsheet.com/technology/a-trip-down-virtual-rea...

Its funny how there's this "everything old is new again and we all suddenly have amnesia" attitude with VR advocates. They talk about the headsets which are pricey and annoying to use(and no one has solved the motion sickness problem perfectly yet). They talk about the metaverse, yet we've had Second Life for a decade and it didn't revolutionize anything and is largely an online joke.

Whether people think the social and economic cost of strapping a tissue size box to your face is worth it, is worthy of being skeptical about. 3D TV's came at a zero premium over regular TV's not too long ago, and no one wanted to wear those dorky glasses. Many people I know, myself included, avoid the 3D showings at theaters because of how gimmicky it is and how those glasses wash out the colors (not a concern with the Rift).

>It literally feels like you are piloting a craft in outer space.

You have no idea what its like to be in outer space. You're getting this manufactured and fake experience by game devs who also don't know what its like to be in outer space. That's what really bugs me about this platform, how incredibly fake everything is, yet somehow the marketing is all about it being 'real.' I would love a hardnosed simulator with all the tactile feedback and such involved, instead we're just getting Unity3D shovelware with basic 3D tropes like moving starfields and everyone suddenly thinks this is amazing. Its not. Its just a lot of hype from gamers obsessed with fake experiences and general gamer fanboyism, which is almost always unadulterated hype. Remember the Kinect and all the hype behind it? Its now a dead peripheral:

http://www.techradar.com/us/news/gaming/consoles/5-ways-xbox...

Hell, even the crowd friendly Wii motion controls have been put on the "gimmick" shelf after a, maybe, 2 or 3 year period where everyone was raving it was the future of gaming.

>t's all going to be different in 10 years because of VR.

According to HN/Reddit/Slashdot we'd have jetpacks, space hotels, 500 year lifespans, cancer cures, and robot servants by now. I'd be very careful with the old "just wait 10 years guys, then you'll see my questionable premise was actually right" trope. Ironically, its an antique.

Re: Oculus Rift: Available for pre-order

#247
I'm very interested but will wait until the reviews are out and to see what their long term business model is. Video game consoles don't really make that much money but rather the software does so I want to know what their plans are.

Re: Oculus Rift: Available for pre-order

#248

Earlier quoted context omitted.

> 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 ther…

I agree that there have been plenty of quality indie titles but I think the 3D / recreating reality aspects of VR are somewhat limiting here. 2D games (some of my favorite recent indies) are out of the question in VR. A major goal of VR is to recreate reality or some "reality", which requires well designed 3D models and animations. That being said I think there will be great indie experiences available, but they'll a…

> the 3D / recreating reality aspects of VR are somewhat limiting here. 2D games (some of my favorite recent indies) are out of the question in VR

Well there are plenty of great 3D indie games as well, so it's a moot point.

> Console makers have learned how important it is to either keep console costs down or subsidize in order to reach the largest user base

That happened generations ago. With the growth of the internet, now they're inefficient gatekeepers compared to the app stores, notably Steam. It's much easier and cheaper for developers of all sizes to make a release on an App Store. How this translates to gamers is that they get a lot more variety of quality content that risk averse giant publishers would never approve for release, let alone development.

> Most titles aren't going to work with the Oculus out of the box. Even for a standard FPS you can't just check box and enable VR

Yes, but this is a PC release with an audience that's accustomed to tinkering (mods, custom desktops, ...)

> Think about 3D movies and the difference between seeing something like Avatar that was created with 3D in mind and some of the terrible 3D addition cash grabs that have come out. A lot of those poor post 3D additions have turned people off to 3D movies altogether.

When consoles like the NES, Genesis, PS One, Xbox, and the Wii were first released, you can say the same thing about plenty of 3rd party titles. That didn't turn off consumers from video games altogether.

Re: Oculus Rift: Available for pre-order

#250
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.

Actually the ultrawide Gsync monitor I've been eyeing is about $1200
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