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Oculus Rift: Available for pre-order

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Re: Oculus Rift: Available for pre-order

#371
post #179

Earlier quoted context omitted.

2016 Q3/Q4's new fancy toy may not be a RiftV2 and may have a minimum requirement of a Pascal GPU or Skylake/Broadwell-e CPU. Its just a really horrible time to buy computer hardware right now.

Release cycle for VR is not less than a year. I've read anywhere between 1 (mobile) and 10 (console) years.

more like 5 years for console.

Re: Oculus Rift: Available for pre-order

#372

Earlier quoted context omitted.

>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…

> Actually, there were multiple VR technologies released in the 90s. This isn't like being on the groundfloor of some new concept, its like a revival of something old. A better comparison might be the first iPhone. There were smartphones before the iPhone, but the iPhone is the one we think of today as being the first REAL smartphone.

I'm really sick of fanboy products always being compared to a iphone. The Kinect was an iphone. The Ouya was an iphone. The Apple Watch was going to be the new iphone. Or other high profile kickstarter turkeys like the mprinter, smarty ring, myIDkey, etc.

Gee, maybe we should stop pretending we can all spot the next iphone from this far out?

Re: Oculus Rift: Available for pre-order

#373
post #310

Earlier quoted context omitted.

Star Citizen is of limited appeal, isn't a "AAA" title, and won't sell a platform. Not to mention, it's only 1 game... for this to work, pretty much 99% of AAA titles need to be designed for VR (not just the "enable VR" checkbox). Call of Duty Black Ops III was just released... no VR support. Battlefront was just released, same thing. These are the AAA titles that would bring support... but they aren't. (it also show…

First person shooters probably won't make the transition to VR. Not without basically being redesigned from the ground up. The control scheme is just barf city. (Although expect to see people playing FPSs on virtual IMAX-like screens in VR. A little bit of stable context can mitigate the nausea.) But why are you counting the titles available today? The Rift hasn't even been released yet. Even if they are planning to…

> But why are you counting the titles available today? The Rift hasn't even been released yet

The development kits have been out for years. The failure to bring big AAA titles to the Rift at launch clearly shows one of two things:

1) Facebook et all were unsuccessful in persuading AAA studios to work with them on VR for relative lined-up launches.

2) Facebook et all did not try to persuade AAA studios to work with them on VR, instead opting for it to grow "organically".

Both are total failures for the Rift, and may spell disaster. For an expensive device like this, it needs several AAA titles featuring full support... they don't exist.

Part of this miraculous unplanned and very sudden firesale to Facebook was so that Oculus could have "virtually unlimited funds", which would be used to further the platform... Facebook could have easily subsidized AAA studios to produce full Oculus/VR support on their next title... but that clearly didn't happen.

Re: Oculus Rift: Available for pre-order

#374

Earlier quoted context omitted.

I hate when marketing tries to add value or justify cost with bundles, add-ons or promotional items. None of those items appeal to me and I'd rather buy a barebones kit and save $50. I don't need a wireless xbox controller, I have 2 sitting right next to me. I have no interest in those two games, they'll be thrown on the stack of AOL floppies, Colin McRae: Dirt download codes, and McAfee CDs I have gathering dust in…

I wouldn't be so quick to toss the headphones. One of the reasons I think Oculus went with an onboard DAC is to precisely sync audio, visuals, and head tracking. Using a non-Oculus audio pipeline could introduce unpredictable timing and a worse experience.

That's an interesting thought but I'm not sure that's the case. Everything I've read about VR indicates that latency capturing and interpreting input are the biggest factors in the VR experience. If output latency were a major concern then I'm not sure they'd have chosen standard HDMI to carry the audio/video signals. The DAC on the Rift is simply to take the HDMI audio and output it.

Re: Oculus Rift: Available for pre-order

#375
post #350

Earlier quoted context omitted.

If $105 million (and counting) in dev costs and hollywood actors is not AAA what is?

While budget does play into what makes a AAA title, it's not the only factor. Star Citizen is Cloud Imperium Games' first game... and it's still not a final release. They are an "indie" shop for all intents and purposes. AAA status is usually reserved for big studios that produce many games of high quality(ish), and yes, with big budgets (GTA5 cost over $265 MM to create). A parallel would be a big budget movie produ…

While Halo was not Bungie's first game, Bungie was not at all a well-known developer at the time. But I think Halo on the original Xbox was very much a AAA game.

Re: Oculus Rift: Available for pre-order

#376

It's been available as a "development version" for almost two years.[1] The price was $1000, and anyone could buy it on Amazon. This is a 40% price cut, which is nice, but not a mainstream price. Is there a killer app for this yet? The roller coaster simulators are fun for about ten minutes. Second Life now works with the Oculus Rift [3] but few people care. [1] https://www.youtube.com/watch?v=kGIIQf3krMM [2] http://…

The price was $300 for DK1 (first devkit) and $350 for the DK2. The consumer version is more than twice as expensive.

Re: Oculus Rift: Available for pre-order

#377

Has anyone with vision issues been able to try out the hardware? I suppose it's more of a software issue, but I'm blind in one eye, and if applications assume you have vision in both eyes, you could end up with usability issues when controls are only displayed on one screen or the other.

Totally blind or just legally blind? My left eye can count fingers up to a distance of 2' with peripheral vision and a complete lack of foveal vision. Playing around with the DK2 I still felt the "presence" VR tries to achieve.

I'm legally blind in my left eye due to Toxoplasmosis, most likely passed to me before I was born, and they didn't figure out what was wrong until I was 6. Your description of your vision sounds similar to mine, strangely enough 10 years ago it was even worse, but I still don't have the necessary sight to read with that eye.

Re: Oculus Rift: Available for pre-order

#378

Has anyone with vision issues been able to try out the hardware? I suppose it's more of a software issue, but I'm blind in one eye, and if applications assume you have vision in both eyes, you could end up with usability issues when controls are only displayed on one screen or the other.

You won't have to worry about that. UI on only one eye would be a very bad idea for everyone. I can speculate about someone using it for an intentionally weird and distracting ghost effect or to approximate "impossible colors" like red-and-blue-not-purple. But, otherwise it won't be done. Also, people with monocular vision have reported that the 3D-ness and presence of VR headsets works just as well as real life. In…

Interesting to know. I still won't buy one until I can actually try it out, but it sounds like it's better than 3D movies, which I cannot watch without getting a splitting headache (I think it's due to the decreased light levels that come through the glasses).

Re: Oculus Rift: Available for pre-order

#379
post #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…

VR thethered to a Windows PC was never going to be for the masses. It's an awkward form factor. Mobile VR is the thing that will achieve wide adoption. Look for standalone VR devices under $500 in the five year timeframe. That's when we'll start to see hundreds of millions of users.

Even iPhone only sold 6 million in the first gen.

Re: Oculus Rift: Available for pre-order

#380
post #316

What's really interesting is that studios may be able to make the first round of oculus games very cheaply. The resolution is lower than typical on PC games, framerate is important, and the experience is very different. So I bet they could get away with repurposing a lot of old content into new oculus games.

Yep. Third person games like Metal Gear and Grand Theft Auto just need a rewrite to he camera system and the UI and they should be good to go. Racing sims should be easy ports. FPS's are dead in the water.
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