Betta Lines
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Are they?Look around you. You're on a enthusiast gaming/hardware forum and 90% of the people here are saying "nope".
Are they?Look around you. You're on a enthusiast gaming/hardware forum and 90% of the people here are saying "nope".
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This guy is kind of a dick, huh?
FIVE HUNDRED AND NINETY NINE U.S. DOLLARS
FIVE HUNDRED AND NINETY NINE U.S DOLLARS
Starting with expensive high end consumer level hardware, and then bringing the price down to a more mass market price point over time is a very common way of entering a market.
You're making some absolute claims without anything to back them up. Why does VR have to become mass market right away? Why can't it follow the normal S curve we see with most new technology?
https://en.wikipedia.org/wiki/Technology_life_cycle#S-curve
Look around you. You're on a enthusiast gaming/hardware forum and 90% of the people here are saying "nope". If you can't even get the hardcore crown to jump in, there is no way you will get the casual crown.
And Oculus as a company don't make any software. For VR to succeed we need EA, Ubisoft, Activision and all the major publishers and developers to thrown in a couple of hundred of $$$ for VR games and other experiences.
They aren't going to do that with a 1 million install base. There is no business sense without having the install base. We aren't getting any install base with the costs starting at 700 euros.
At $600 this will remain an expensive toy for enthusiasts and never break into the mainstream. Especially considering the already steep hardware requirements.
Best of luck to Oculus but I think I'll skip the first generation of VR unless PSVR debuts at a much more appealing price.
Why is there no clear way to cancel the preorder? I'm not going to do it right now but I want that option there and I just can't find it.
Finally! Was about time.
Managed to buy 3 (plus 2 free from the kickstarter backing), 2 of which should be coming in March, 1 in April and I guess the free ones will get to us backers much later on.
(That many, as my studio was born basically only with VR in mind - back to just before DK1 times - and we do installations with them)
That aside, I'm impressed with the amount of people on here saying (or worse, hoping) that the Rift will be a flop, VR doomed and so on.
Either it's a bunch of salty people that want it but can't afford it (forgetting either how much early new tech costs, or not realising it if someone else bought that early tech for them), or just out of touch with how some things work/are priced/are built
Especially reading how some people are actively hoping the Vive will cost less than the OR.
People who want to go into a GameStop and get a Rift+Game for 250-350 will of course be able to, at a later stage though. VR is not only for games and the 'non-games' will drive a lot of its initial interest and recognition.
Also, the Rift is pretty much...well, A LOT different than the DK2. Yes, you're putting some pixels in front of your eyes in both cases, but the quality and experiences are really, really different.
Once you try the CV Rift or Vive's latest DK it gets clear immediately - for VR, that's the way to go. DK2 wasn't even close in comparison.
Obviously it's not going mainstream in the first week or month. Can't understand how some think that should be the case.
It's also a dangerous thing to do in the case of virtual reality. Pisspoor headset sold for 250, grandma buys it as gift for grandson, grandson connects it to his low/midrange PC, starts EVE Valkyrie, throws up his birthday cake, throws the headset in the bin and *that* is a forever lost consumer for VR.
Also, people forget that VR generally is, and has always been an incredibly high-cost operation to create, maintain - and from a developer POV, sustain. Even if you take the hardware out of the equation - and you can't - it's not like you have your Candy Crush, Uncharted or Temple Run and can just throw it into VR. (some will do that of course, unfortunately)
It's not a new TV, where you can create content for it with the same instruments and thought process as always, just in 4k - and if you don't have a 4k camera, do it in 2k. The experience is just marginally changed.
VR needs custom workflows, custom thought train to produce content for it, lots and lots of testing not only on different hardwares but on different kinds people - not just your target, and the list could go on.
Cinematography took decades and decades to get refined and standardised, and it had the advantage of forced shots, for VR will be just a bit shorter than that time-wise, I think, since we can readapt some things from original cinematography concepts, but won't be too far off.
In conclusion I do not think it is overpriced at all. It is 'pricey', as in, not an impulse buy, but it can't be at this stage.
I understand the ones pissed off at Palmer's comments that CV would be in the ballpark of 350, but Palmer hasn't been CEO of Oculus in a very very long time now - his words, especially when talking market and money, at this point are of marginal meaning.
He doesn't even know how the pricing of his own consumer product works.
Of us who ordered from Europe, we paid more and that includes taxes. The only thing we need to add on top of that price is the shipping. Which will happen from Europe by the way, as it has happened with DK1 and DK2 (and we bought 2 DK1 and 8 DK2) - there WILL NOT be any 'import' or 'custom duty' tax that will apply to your CV1 order. Want to bet?
TL;DR: The Rift will be fine even priced like that, and VR will be fine too. You'll be able to afford it at 200/250, its games and have the good-enough machines that runs them in 1, 1.5 year's time.
I hope Sony is paying close attention and seeing most of the backlash regarding high Rift pre-order price. They would be fucking foolish to even think of going north of $400 price point. Please don't fuck this up.
I wanted a 4K TV but this is much cheaper, why not?
I am not going to try it but it looks like you can edit your payment info.
Cancel your Rift if you haven't porn will be blocked.
http://metro.co.uk/2015/06/14/oculu...despite-previously-saying-it-wouldnt-5245081/
That "Lucky's Tale" game looks atrociously bad. No wonder it's bundled for free.
Why is there no clear way to cancel the preorder? I'm not going to do it right now but I want that option there and I just can't find it.
It's not about the hardware. It's about the software. No company is going to be making any software for a device that costs 700 euros when the install user base will almost be non existent. Everyone will stick to developing platform specific games, such as the PS4 and Xbox where the money can be made.
Sure hardware will come down over the years but by then this thing will be dead in the water with no momentum behind it.
support.oculus.com --> submit a request
Lol sounds a little like Adam Orth, v2.0.
Apparently, Luckey is oblivious to how the global economy (vis a vis trade deals) actually works.
Not a big deal in the grand scheme I guess, but that vapid, asshole response made me a bit less of a fan of their product. Plus, it makes him sound like a dumb-ass.
Oculus does make software actually. They've hired just for that.And Oculus as a company don't make any software. For VR to succeed we need EA, Ubisoft, Activision and all the major publishers and developers to thrown in a couple of hundred of $$$ for VR games and other experiences.
Unlikely, but possible.I kinda feel all the pack-in stuff was so they have room to move after the competition announces pricing. If undercut in price by Vive, or greatly by PSVR, the light-weight skews will get announced.
No Controller needed: -$50
Don't want pack in games? -$50
Don't want Remote? -$50
Right now they can price whatever they want as there is no current competitor. Crappy for us, great business move.
Those things are likely not costing them $50 and won't magically reduce the price by $50 if they remove them.
DK1 was $300, DK2 was $350. They hoped the consumer version would be around the same kind of price, and that the Facebook acquisition would help keep costs down too.I'm wondering why people thought it would be cheap? It's new high end tech..seriously what am I missing?
I'm quite sure including the remote and controller does not cost them $100, I bet not even half that.Really don't understand why they included the remote and controller. Remove them both and make it 499.
DK1 was $300, DK2 was $350. They hoped the consumer version would be around the same kind of price, and that the Faecbook acquisition would help keep costs down too.
I'm quite sure including the remote and controller does not cost them $100, I bet not even half that.
It's really weird to me to see people that don't understand the people that thought it was going to be cheap.
1. They said it was going to be cheap, right away, as little as a month ago.
2. Their dialog all along was this would be affordable, mainstream tech.
If that's not enough, this is an
3. ACCESSORY for PC. This is a market where $200 steering wheels and flight sticks are laughed at. And you somehow think a $600 accessory would be treated as completely expected? Expensive accessories have ALWAYS FAILED. Always.
I think that should be enough for anyone who doesn't understand why we didn't expect a lower price.
Then again, I'd venture a good amount of these inexplicable replies are simply those that are so deep in that they drink the kool aid and then some.
I'm sure Oculus is factually great. I'm sure it's better than PSVR. I'm sure it actually costs at least $600 to make if not $1000 or $1200.
However, know there are limits to whatever greatness the thing possesses. I can't just strap this thing on and automagically play Descent in DOSBOX and experience no nausea. It's not the second coming. Noone expected that. But most of us didn't expect $600, either. I know I didn't.
Aw yeah. Glad someone brought this into the discussion. I had to deal with this in business school also, hah. Personally, I feel that Oculus already hit the "innovators" part of the cycle during the KS phase; I feel like this shipment should be targeting the early adopters.Remembering what I learned in business school, here's a bit of insight.
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This is "Rogers Adoption Curve". What this shows is a business's (especially relevant in the tech industry) market penetration from the start and to the finish of its lifecycle. Price is one of the factors directly associated to the increase in penetration as time (X axis) goes on.
From Oculus perspective, the people who are all in on Oculus Rift "the innovators", they're willing to pay the $600 price tag. If you are not willing to pay that, then you are not part of this label. If you are waiting for the price to drop a bit, and it will, then you are the "early adopters". The people who go on forums, who are excited for this thing and have been for so long and will preach to friends and family about how amazing it is. As time goes on, marketing pushes occur, further price drops happen, the mainstream target audience gains awareness and access to the product, "early majority" and "late majority" will make their purchases. Finally "laggards" would be the people who come across this tech when Oculus 2 is already out and they're LTTP and they're picking this thing up on clearance (not really, but they're far behind).
We can throw our arms up in the air, but until we hear that this is a complete failure, Oculus will continue to work on their shit and making the price cheaper for the rest of us unwilling to pay.
TotalBiscuit weights in on the price, pretty level headed assessment imo:
http://www.twitlonger.com/show/n_1so5a27
It's really weird to me to see people that don't understand the people that thought it was going to be cheap.
1. They said it was going to be cheap, right away, as little as a month ago.
2. Their dialog all along was this would be affordable, mainstream tech.
If that's not enough, this is an
3. ACCESSORY for PC. This is a market where $200 steering wheels and flight sticks are laughed at. And you somehow think a $600 accessory would be treated as completely expected? Expensive accessories have ALWAYS FAILED. Always.
I think that should be enough for anyone who doesn't understand why we didn't expect a lower price.
Then again, I'd venture a good amount of these inexplicable replies are simply those that are so deep in that they drink the kool aid and then some.
I'm sure Oculus is factually great. I'm sure it's better than PSVR. I'm sure it actually costs at least $600 to make if not $1000 or $1200.
However, know there are limits to whatever greatness the thing possesses. I can't just strap this thing on and automagically play Descent in DOSBOX and experience no nausea. It's not the second coming. Noone expected that. But most of us didn't expect $600, either. I know I didn't.
I'd say this forum is comprised of ONLY the 0.01% of all consumers. So we have a ~0.001% acceptance rate of this product.
Really don't understand why they included the remote and controller. Remove them both and make it 499.
Well, the Oculus is up for preorder and some people are surprised by the $600 pricetag. I'm not exactly sure where people got the impression that the first piece of true consumer-ready VR was actually going to be cheap tech.
Look around you. You're on a enthusiast gaming/hardware forum and 90% of the people here are saying "nope". If you can't even get the hardcore crown to jump in, there is no way you will get the casual crown.
And Oculus as a company don't make any software. For VR to succeed we need EA, Ubisoft, Activision and all the major publishers and developers to thrown in a couple of hundred of $$$ for VR games and other experiences.
They aren't going to do that with a 1 million install base. There is no business sense without having the install base. We aren't getting any install base with the costs starting at 700 euros.
They are two incredibly different products. What do you want/need more?
Costs will have to come down for the mainstream audience and there will need to be a VR solution that has an easy barrier to entry.
That's why I keep looking at a future iteration of Gear VR as a mainstream solution with PC/Console units being the higher end upgrade models
Is it possible to detatch the included headphones and use your own?
You seem to think a developer has to either specifically target the rift, or not target it at all. How expensive do you think it was for Dirt Rally to *add* rift support to their game? Furthermore, it is very easy using an engine like UE4 or Unity to simultaneously target numerous VR platforms at once. The additional cost of supporting the Rift over supporting the Vive (or vice versa) is very small.
And it won't stay $700 euros. Remember the PS3? Why did that get so much third party software support? Because the additional cost of making a PS3 port was worth it.
From all the statements prior to the last few months maybe? From their Kickstarter complain or maybe the price the dev kits?