Oculus Rift available for preorder for $599.99, shipping in March

He just received a vast amount of preorders.... I think it's a tad too early to say whether he fucked up or not. It would've been nice it was cheaper, but it's better that they launch a product with confidence than one that is cutting corners all over the place to hit $350.

He said affordable around $350 before, to target mainstream by getting a product out to many many people. A fancy case, headset, Mic, controller, and remote with a $600 price tag raises many suspicions. I almost ordered it as hyped as I am for VR as its the next level of immersion I've been waiting for for decades. But even I won't with unproven hardware and support packed in with suspect items.

Will wait for Sony now, I'll get my Pascal card, then see how rift is doing in a few months.

That AMA tonight is going to be glorious.
 
I can listen Kaz's laughing so hard. And I live in Spain.

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$599 at a minimum on launch = Dead on arrival.

This platform is going nowhere.

Man, this is almost word for word the same post as posts about CDs, DVDs, HDTV, etc when first announced. (except my examples where actually much more expensive at launch)
 
If you think everyone wanted an iPhone when it first came out you'd be wrong. Apple had to drop the price like a month after it came out because sales were not where they expected and there were a lot of skeptics. It'd be revisionist to suggest otherwise. It took a few years before smartphones had the kind of mainstream acceptance we are seeing now.

I mis-typed "smart phone" when I meant to say "cell phone", which I definitely think drives home the point: Portable cell phones had a universal and obvious appeal right away that overcame exhorbitant price for the most part, even with crazy bag-phone and brick phone form-factors. I still remember my pops carrying one of those things around for work. EVERYONE wanted one. Companies snapped em up by the millions for their work forces to increase productivity and keep people connected. This happened way before "smart phones". Smart phones were merely the latest iteration that expanded the application of a device with already existing demand that was off the charts. Basically, cell phone adoption was rapid because allowing people to talk while on the move... whether for business, pleasure, or emergency...is a "universal" application. Not so with VR.
 
These things might have a wider appeal and market now, but not when they were first introduced. You are telling me that when the VCR came out people all thought it was a revolution and that everyone wanted one?? You do remember that people said the PC was a niche product and they would never be smaller than a room right?

When VCR's launched, everyone with a TV wanted the ability to record things and view movies at home. It was just cost prohibitive to do so. The PC thing... well that goes back to a completely different era so it's difficult to even envision the thought process. I'd like to think that people could see a lot of potential use for a PC as that evolved, but a VR headset? There are countless people that would never even consider putting something like that on their heads. People demonstrated an aversion to wearing simple 3D glasses.

I'm prepared to eat my words in 5 years, but I think the potential market for a VR headset is much, much smaller than the potential for an HDTV or CD/DVD player or VCR. You're comparing things that mom and pop can enjoy, and that have no social boundaries with a piece of tech that is going to go on a single individual's head and wall off social interaction.
 
For all those here whom are diving in. What's the killer application? The one experience on Occulus that can't be missed. $599 is doable for me, but I want something worthwhile on the software side. That's always key.
 
My point is that the cost of adding rift support to a suitable game is low. Support will be just fine.

Plus, VR support in suitable games will only drive sales. Dirt Rally isn't going to lose a single sale because they added VR support. They've certainly gained sales because of it though. I mean, hello! I'd have never have bought it otherwise. I'm not the only one.

And I'm simply stating that even if the cost is small, but the increase in sales is nonexistent, they won't bother. Movie studios don't add post production 3D to films just to appease a small niche of 3D enthusiasts, they know they can increase their first week revenue by upwards of 25%.
 
If the European cost already includes the tax they will need to reflect that on the invoice so extra duty isn't charged on top of that.

They usually handle all that through their shipping company. When I order stuff with included tax from Amazon, everything is taken care of by the shipping company and it's completely transparent to me. No extra fees beyond what I paid at checkout. This will most certainly be the same deal.
 
I don't know about the rest of you, but I really expected them to eat more of a loss to get more units into more consumers. At $600 with nothing to show for, no "killer app", as much as I want to get my hands on one I can't justify this.

Not yet......

And still, the first wave sold out that quick.
 
I'm curious, what's the estimate of how many compatible PC's are out there for this? There's approximately 35 million PS4's out there so that's the install base for PSVR.
 
This is clearly a SOFT LAUNCH to measure market demand mixed with the typical early adopter price mark up.

A large part of the $599 cost is likely due to low production numbers along with the fact they know they can sell maybe a few million to the enthusiast crowd. This also allows them to put it on the market sooner than later to start re-couping expenses.

The biggest problem with all of this is software support. For the install base to be large enough to support software sales the price will have to come down pretty quickly. I can also imagine the low install base of the individual VR players will lead to cross platform software development between all the VR players (makes sense).

I'm sure the platform holders are aware of this and much more, and hopefully we'll see significant price reductions within the first year or two, along with some quality PORN, to help VR penetrate the market, to get it on more peoples faces if you will, lol.
 
For all those here whom are diving in. What's the killer application? The one experience on Occulus that can't be missed. $599 is doable for me, but I want something worthwhile on the software side. That's always key.

EVE is very impressive and already included.
I also tested a fly to the moon demo on the DK2 and it was pretty amazing.
 
^ Kuro-Law - you probably want to quote that image, it's massive.

I'm curious, what's the estimate of how many compatible PC's are out there for this? There's approximately 35 million PS4's out there so that's the install base for PSVR.

I don't think there's a way to provide this kind of data in a meaningful way.
 
Thanks for the explanation. So what about the Xbox One and Wii U launching at similar prices to the U.S? Where they eating the extra costs too?

Well yeah, I mean all retailers are required to charge VAT by law. They can't get around it. The only thing they can do is just make the base price cheaper in Europe so the price is more affordable to normal people. After all affordable is relative depending on the country.

Though it's worth noting since all of them are much larger companies, the costs of logistics will be much cheaper too. In the oculus's case they're charging 50 euros for shipping because they just don't have the infrastructure to make exporting cheaper.
 
I don't know about the rest of you, but I really expected them to eat more of a loss to get more units into more consumers. At $600 with nothing to show for, no "killer app", as much as I want to get my hands on one I can't justify this.

Not yet......

And still, the first wave sold out that quick.

Not necessarily the killer app for VR per se, but Minecraft VR should be launching around the time these get sent out. I think that'll do well for them...
 
Nearly $1,000 CAD with the inclusion of taxes and shipping. If you're unlucky and get hit with custom fees, yikes! Not to mention the $500+ I'd need to invest in a new graphics card.

Noping the fuck outta here. Ah well, probably for the best. I shouldn't be making such large, risky purchases with my measly discretionary income.

Looking forward to seeing how the VR technology and market evolves over the course of 2016. Maybe Vive, SonyVR, or even Gear VR will be more viable.
 
most of GAF buys overpriced graphics cards and gaming PCs and that's expensive?

smh.

Negative sir. While there's a lot of us that do, that's no where the majority, especially if you read up on the PC-GAF threads. Most normal users got R9 380's-390's / GTX 970's, as an example. Under $400.

This is $600...... no way.
 
He said affordable around $350 before, to target mainstream by getting a product out to many many people. A fancy case, headset, Mic, controller, and remote with a $600 price tag raises many suspicions. I almost ordered it as hyped as I am for VR as its the next level of immersion I've been waiting for for decades. But even I won't with unproven hardware and support packed in with suspect items.

Will wait for Sony now, I'll get my Pascal card, then see how rift is doing in a few months.

That AMA tonight is going to be glorious.

I 100% agree with that weak value add they are trying with all the mics and controllers that people might not need in a fancy box. If you are trying to get this thing into as many homes as possible you strip all that out and ship in a cardboard box for $50 less at least.
 
I agree with this for the most part. That said, I hesitate at this point to unequivocally say VR is going to succeed and eventually become mainstream simply because in its current form-factor it doesn't have nearly the universal appeal as literally any of the other products people are comparing it to.

I mean, on the one hand, I remember my dad paid ~$1000 for a Pioneer LaserDisc/DVD hybrid player (inflation adjusted that's probably $1800 today). He spent $600-$800 on an early reference Sony BluRay player. On the flip side, he didn't care about 3D when I bought a new 3D TV. And getting anyone in my family to put on 3D glasses to watch a movie was sort of cool but ultimately kind of "meh" experience.

Yes, VR is infinitely cooler. And yes, some of the enthusiasm gap for VR is partly a generational thing (consider most consumers with money to burn are over 50). Younger generations are going to inherently care more about VR because we were raised on videogames, and the two go hand in hand.


Still, I just can't help but think the - even more so than price - the physical obtrusiveness of VR gear is going to be the primary obstacle to it going mainstream, regardless of the target demographic. Smart phones are portable and useful for a million different reasons. Movie players that don't require head gear are easy and relaxing and allow, easy passive entertainment. Putting head gear on that causes fatigue/discomfort relatively quickly...and isolates you from your family...is a relatively tall order.

Don't get me wrong, I want VR to succeed badly. But I can't help but think it's got several hurdles that are going to be awfully tough to overcome if it's ever going to reach mainstream status, regardles of price (which may be why Oculus decided to launch at $600... Because they know this is nowhere close to a mainstream device yet).

If/when form factor can be miniaturized to the point that it's much less bulky or possibly doesn't even require head gear at all...well, then we're talkin. That sounds like Star Trek holodeck kinda shit. But I do believe that's the obvious direction to take things, even if it's probably a decade or more away.

Until then...I dunno. I can imagine almost no one in my fam would care past the first few "Wow!" minutes. Then it'd be, "Ok lets put a movie on the TV so we can all watch." Lol That doesn't mean VR can't be successful. I believe it will be, but I think it's intended application and form-factor prevent it from being the kind of universal device that people always compare it to.

I guess it all boils down to how we - and the companies making these things - want to define "success"....

I agree with this.
 
I don't know about the rest of you, but I really expected them to eat more of a loss to get more units into more consumers.

Exactly this, with the caveat that they could still be taking a significant loss and this is the lowest they could go.

Still, with the backing of Facebook's coffers, I'd have taken the loss on the hardware and done everything I could to get it down to $299-$399, and bank on making up for it on peripherals and software.

$600 screams to me either:

1. This thing is way too expensive to produce to make a mass market friendly price; or
2. They don't trust the long term adoption rate and are not confident in their ability to monetize peripherals and software; or
3. They just got impatient, and wanted to produce something that is immediately profitable.
 
I really wish I'd backed the DK1. I almost did. Ahh well.

I don't get why people are so shocked at the price. The way I see it, that's about the price I'd pay for a new TV. And this is essentially a new form of TV. I can't afford it yet but I can't be mad at the cost if its as good as we hope.
 
Preordered but I'm ticked off I'm in the May shipment. Plus I prefer the Vive. So I may cancel it.
 
Man, this is almost word for word the same post as posts about CDs, DVDs, HDTV, etc when first announced. (except my examples where actually much more expensive at launch)

CDs, DVDs and HD TVs were all iterations on something the general public already knew and understood. While they were expensive, people knew what they were getting and they were safe buys. CDs were the next step from tapes, DVDs were the next step from video tapes, and HD TV was the next step from SD TV. People had gone through these upgrades before.

VR is an unproven accessory that has no proof of the potential to succeed.
 
This is clearly a SOFT LAUNCH to measure market demand mixed with the typical early adopter price mark up.

A large part of the $599 cost is likely due to low production numbers along with the fact they know they can sell maybe a few million to the enthusiast crowd. This also allows them to put it on the market sooner than later to start re-couping expenses.

The biggest problem with all of this is software support. For the install base to be large enough to support software sales the price will have to come down pretty quickly. I can also imagine the low install base of the individual VR players will lead to cross platform software development between all the VR players (makes sense).

I'm sure the platform holders are aware of this and much more, and hopefully we'll see significant price reductions within the first year or two, along with some quality PORN, to help VR penetrate the market, to get it on more peoples faces if you will, lol.

I wish I could remember where I read a short time ago that someone from Oculus (I think it was someone from Oculus) who said they only expected to sell somewhere under 100,000 units the first year and to them, that would be considered a success. It would really add some perspective to this thread. I don't think even Oculus expects mass adoption for another 2-3 years.
 
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