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Oculus Rift: Available for pre-order

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Re: Oculus Rift: Available for pre-order

#291

$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…

It's not that expensive. But now I need to buy a modern gaming PC. That's going to hurt!

Re: Oculus Rift: Available for pre-order

#292
post #271

Among the giant debate over cost and power, I'm just wondering what would've happened had they waited, say, two years to release. Suddenly, the cost (of both the device and of the desktop PC) go way down. With something like this, a poorly received first launch can torpedo not only the product but the entire VR industry, and when someone's spent over $2k to get it to work their expectations will be very high. I'm sur…

I think the only thing that could really torpedo the VR industry is if the Oculus experience isn't pleasant for the early adopters. If their system requirements are accurate, and they have built a decent piece of hardware, then I don't think initial pricing is a problem for the entire VR industry. That being said, there are currently not a lot of options between their recommended specs (gtx 970) and the current "top…

They aren't accepting submissions to the oculus platform unless they are able to drive 90 FPS on a GTX970.

Re: Oculus Rift: Available for pre-order

#293
post #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?

Palmer Luckey tweeted that there is no reason why roomscale won't work on the Oculus. He set up two cameras in the corners and said it worked acceptably.

Re: Oculus Rift: Available for pre-order

#294
Well I really wanted this to be a huge, consumer hit that turns VR on to the masses, but like many the price is simply not going to make that possible.

I think it's unwise to target 'hardcore gaming pc users' who will drop 600 on a new video card enough to not bat an eye at this price. In that context it might be a hit, but that's hardly going to forward VR into the mass market as was the original hope of this device, at least for me.

Like other have also touched on, Sony seems to be in a better position now. They are a consumer product company and have learned the hard way of the perils of a roughly 600 dollar gaming device and how that works out in actual sales (the original PS3 was 599 at launch at got pummeled by Xbox360).

This would all be a moot point if there were that one true killer VR app that made us all want a Rift but it doesn't exist right now either from what I can tell. This again plays into Sony's hands as they can sit and wait for that one product to emerge and maybe have already grabbed it (they seem to be holding the reins now on No Man's Sky, which could very well be the VR killer app we are all waiting for).

Time will tell but I'm disappointed. VR for the masses will have to wait a bit longer.

Re: Oculus Rift: Available for pre-order

#295
post #192
post #41

linux support was dropped, thank god I have a good reason to not give them all my money

And it looks like Mac hardware (even with bootcamp) is not supported either, so I do too.

I can't really blame them for ignoring the Mac, even the absolutely maxed out 27" iMac is nowhere near their minimum GPU requirement.

A Mac Pro is theoretically fast enough but only in games set up to leverage both GPUs - one of them alone doesn't meet the minimum spec either.

Re: Oculus Rift: Available for pre-order

#296

$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…

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.

Re: Oculus Rift: Available for pre-order

#297
Gaming will be neat and all, but how is reading?

I'd really like the infinite space for terminals and docs. Maybe turning my head to look over at stackoverflow would suck, but my glasses are thick, so even through the lens vision is blurry at the edges.

I can imagine a goofy hackers style 3d world would be amusing for a while. Even a really pedestrian window manager would be nice. terminals could be very tall, so i could look up to see many commands back. heck, i could float docs where the keyboard is right now.

Full visual field seems neat.

Re: Oculus Rift: Available for pre-order

#298
Pricing and strategy of expensive desktop dependency now looks like a huge mistake. My guess here is that Apple or Google is going to come up with VR enhanced phones + cardboard like cheap device that has experience pretty close to Rift before the end of the year. If that happens, their VR devices would be under $200 which would be just accessories for the new phones. That would be far more acceptable to most people then dedicated beefy PCs that fewer and fewer people want in their houses. So the end result might be that Apple/Google VR product might become first mass produced and mass accepted which defines platform, apps and APIs while Rift might slide in to niche for hardcore gamers who want that extra ounce of oomph. There is Occulus Gear VR type devices that might be able to compete but here key thing is that they will really need to control end-to-end experience and this has to be the strategy from the start instead of future pivot or backup plan.

Re: Oculus Rift: Available for pre-order

#299
post #268

Earlier quoted context omitted.

That's odd, I've been using a laptop to demo Rift tech for some time... (Although it's quite a beefy laptop, optimised for 3D work.)

I used to use a MacBook Pro from 2011 with the DK1, and it worked just fine.

Did you Bootcamp to Windows 7, or is there something that runs natively on OS X?

Re: Oculus Rift: Available for pre-order

#300
post #297

Gaming will be neat and all, but how is reading? I'd really like the infinite space for terminals and docs. Maybe turning my head to look over at stackoverflow would suck, but my glasses are thick, so even through the lens vision is blurry at the edges. I can imagine a goofy hackers style 3d world would be amusing for a while. Even a really pedestrian window manager would be nice. terminals could be very tall, so i c…

At the moment the resolution simply isn't there for multiple virtual high resolution displays. I did some math a while back, and if I wanted the 1080 display I had at work at the same distance from my eyes in virtual space, I would need 5k by 5k pixels per eye.

Add a high refresh rate and that's far higher datarate than we can handle right now. And you'd need display tech that's pretty insane.

While it's not a replacement yet, if you're happy with some oldschool low res displays it's probably fine. Someone should do the math of the resolution you'd get in some examples.

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