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HTC Vive is $799, ships early April 2016

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Palmer said bundling Touch would significantly raise the cost of the Rift -http://vrfocus.com/archives/28017/luckey-bundling-oculus-touch-with-rift-would-significantly-raise-the-cost/

$800 is cheaper than I expected for Vive considering it has everything included.
 
So can't third party developers use OpenVR to maximize userbase, or at least use both?
They can as long as they don't mind their game not selling in Oculus' App Store (known as Oculus Home). For a game to be in Oculus' own store, a game must be written using the Oculus SDK. There's nothing saying they can't build the same game using both SDKs to be able to support both devices, though, Oculus doesn't have any kind of exclusivity requirement.
 
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http://www.htcvive.com/us/product-optimized/
 
Saying 'DOA' is such an ill-informed statement given the market they're targeting.

It can't die in a mainstream market because they don't intend it to 'arrive' there in the first place!

Software support is a different matter though and it could suffer from vive specific original content
What I'm wondering is, and maybe you can help me -- if they're not targeting "mainstream", then who are they targeting? And how can they make money (which is what it's intended to do), enough money, to satisfy shareholders with its current target audience?

I can understand selling the technology to hospitals, or schools, or maybe even the military (if they're really lucky). But consumer-wise, the barrier is just extraordinary right now.

Selling even 100,000 of these likely won't put a dent in the R&D costs alone.
 
HTC are specifically talking about how this is not just gaming
oculus talked about it too. Vive and Rift are in the reachable for consumer range. In that regard, they are affordable high quality VR. For companies, it's very cheap high quality VR. Vive and Rift are doing things that would previously cost $10k+ for the headset alone. So for companies, it's saving 80-90%.
 
WOW. Isn't this ridiculously cheap for the technology it offers the end user, in the 1st year of VR? Of course, the forthcoming revisions both, drops price (for the consumer and them to manufacture) and increase what it offers, slowly becoming mainstream within half-a-decade. The target audience for both VIVE and OCULUS, "as of now" are enthusiasts, so, the average consumer (all mediums) is irrelevant here. Their goal right now should be building their own userbase + impressing & breaking into that potential Oculus base with value per dollar.

Impressive, HTC. MIGHTY impressive.
 
Yeah this is going to work out for me. PS VR has to be cheap or I have no interest in buying a headset. I'm sure its high quality but we need a good entry level headset, about $200-300 is what I would be willing to pay.
 
save me Sony. let me use VR without breaking the bank!

It's not like you are stuck with just the Rift / Vive and PSVR. There will be other options available should you want to be PC VR focused, and even more options should you be happy messing with mobile VR
 
Palmer said bundling Touch would significantly raise the cost of the Rift -http://vrfocus.com/archives/28017/luckey-bundling-oculus-touch-with-rift-would-significantly-raise-the-cost/

$800 is cheaper than I expected for Vive considering it has everything included.

Oculus (and I imagine Sony) are banking on the idea that most people will still prefer to use traditional gamepads with VR. Motion controls are still a specialist market, no point in saddling yourself to them if the consumer base still rejects them with VR.

I really don't think HTC will survive this.
 
Just one usb 2.0 port required? That's a lot better than the 3x USB 3.0 ports plus 1x USB 2.0 port the Rift requires.
At launch Rift only requires two USB 3.0 ports (for the headset and camera) and one USB 2.0 port (for an XBox One wireless controller). The third USB port is for a second camera that will ship with the Oculus Touch controllers, allowing for room-scale VR. Vive only needs one because the lighthouses aren't sensors, they are lasers. The only sensors are in the headset and the wireless controllers.
 
WOW. Isn't this ridiculously cheap for the technology it offers the end user, in the 1st year of VR? Of course, the forthcoming revisions both, drops price (for the consumer and them to manufacture) and increase what it offers, slowly becoming mainstream within half-a-decade. The target audience for both VIVE and OCULUS, "as of now" are enthusiasts, so, the average consumer (all mediums) is irrelevant here. Their goal right now should be building their own userbase + impressing & breaking into that potential Oculus base with value per dollar.

Impressive, HTC. MIGHTY impressive.

It is, which bodes well for price scaling over time. I am quite curious to see how long these first generation devices will be relevant though, as I suspect there will be some big steps forward with future headsets that might leave these current headsets quite far behind in comparison to what you generally see with other technologies

The price would be fine if the content wasn't so shit. VR desperately needs a killer app.

As usual, having not tried any of them, you can't say what is or isn't a "killer app". Chances are that a VR "killer app" will not look anything like a "AAA" console game, or even have a similar scope.
 
Yeah I think I'll wait for gen 2 of these things.

I'm really surprised they didn't work to at least match oculus price.
 
And that will be it's biggest obstacle. It is something that has to be experienced, especially at this cost. (I do agree since The Lawnmower Man, lol, and trying VR in a trade show 20+ years ago that this is the next evolution in gaming.)

I expect Sony to have a demo station in most major retailers as well. Just like the Wii did, and Move/Kinect.

Cell phone entry level will help VR more so as well.

I don't think we will get many stores like that here in Britain.
But yea I don't really know how they will get around it other than maybe offering some sort of guarantee.

Plus it might be a bit easier for Sony with there stores but for Vive and OR, I just don't know. It doesn't help that these are the high profile ones that have caught my eye the most.
 
wait a minute

doesnt the Rift require like 3X USB 3.0 ports?

how is this thing getting away with a single USB 2.0? i must be missing something.

Vive base stations do not need a connection to a computer. They just need a power source and then blast out IR. The headset and controllers do the leg work as the photocells are the detection unit. With the rift, the camera detects everything and has to be connected to a PC
 
I thought I was gonna an early VR adopter, but with these prices I'm going to need to wait until some reviews and content come out for them.
 
People are treating the price like it is a games console which is an idea that has some merit since VR devices are releasing as platforms with certain games being exclusive, but you really have to look at it as a high-end display device -- like a G-Sync monitor. In fact, this year I'm thinking about taking the dive and finally experiencing G-Sync, the feature this forum calls "the God-level gaming upgrade".

The flagship ASUS ROG Swift monitor PG279Q ships at the end of February. It'll be the first 165hz monitor as well. Australian price? $1199. $799 USD is $1120 AUD at a direct conversion. Come tax time, I'm going to have a choice between VR or G-Sync and price isn't going to be a factor since they cost roughly the same.

For now, I'm probably going to go G-Sync and give VR some time to develop.
 
wait a minute

doesnt the Rift require like 3X USB 3.0 ports?

how is this thing getting away with a single USB 2.0? i must be missing something.
I mentioned this above, but the Vive lighthouses aren't sensors, so don't need to hook up to the computer - they are lasers which sweep the room and sensors in the Vive headset and controllers detect them and figure out their position from that. And the custom wireless controllers must communicate with the Vive headset directly, so all you need is the one wire for the Vive headset. Rift on the other hand, uses a USB camera that watches the headset, and it uses a standard wireless XBox One controller, so that's designed to communicate with a receiver on your computer, not the Rift headset.
 
Like I said. The biggest drawbacks for PSVR is that its running on a closed plattform. If I want to have experimental apps, I would go for the PC plattform. I mean Indies are huge on PC and some of the "tech"-demos already available are really great.

If it was a PS3 I'd agree with you, but with self publishing, the PS4 is open enough for most commercial experiences to be available - any VR deb making a paid for game would definitely want to bring it to PSVR too.

You're right about the non commercial demos and experiments though and I'm sure many of those will be fascinating
 
If it was a PS3 I'd agree with you, but with self publishing, the PS4 is open enough for most commercial experiences to be available - any VR deb making a paid for game would definitely want to bring it to PSVR too.

You're right about the non commercial demos and experiments though and I'm sure many of those will be fascinating

Yeah sure. But I really mean the more experimental demos that might infringe a copyright.
I mean there are some "scene-demos" outside, that cant be released on PSVR like scenes from some Ghibli Movies.

https://share.oculus.com/app/spirited-away-the-boiler-room
https://share.oculus.com/app/my-neighbour-totoro-vr---the-bus-stop-scene

Someone wants to recreate a scene from DBZ where you will be a spectator of e.g. the Cell Games, you wont be able to find on PSVR.
 
That's about what I expected. Wish I could afford it. I don't see myself diving into VR for a while, maybe not until next gen or whenever the prices on these things drops drastically.
 
God bless you early adopters/beta testers with deep wallets. Keep it going for the rest of us till its at a consumer friendly price.
 
That's a bit cheaper than I was expecting. Neat.
Like I said. The biggest drawbacks for PSVR is that its running on a closed plattform. If I want to have experimental apps, I would go for the PC plattform. I mean Indies are huge on PC and some of the "tech"-demos already available are really great.
I think the biggest problem is how Sony is going to handle PSVR2. The console crowd isn't used to rapid turnover on expensive peripherals.
 
expensive, but less than I expected lately... still, you are getting headset, special controllers and room sensors + it's better visually than OcR. If anything, I'll be considering buying this one, since HTC will probably ship it to european countries on normal basis, not like Rift.
 
Would've been nuts to see them get within $100 of Oculus, but man if this is the price for 1st gen, I'll probably be in there for 2nd or 3rd gen.

Crazy stuff
 
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