Obliterator
Member
Holy shit at that price
Still no price for Europe?
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.So can't third party developers use OpenVR to maximize userbase, or at least use both?
It really depends on the timescale you're talking about. And the market. Mobile VR is already super cheap. PC/Console VR will be super cheap over the next 10 years. It doesn't have to be super cheap in the first year to be part of the future.
Here's a list of currently confirmed games for all platforms.
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?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
While I agree with you, I don't think HTC is in a position where they can sustain themselves on low volume products.
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%.HTC are specifically talking about how this is not just gaming
Compared to the Rift there are hardly any announced games. Why would anyone want this?
save me Sony. let me use VR without breaking the bank!
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.
Hah, that's kinda expected.
I'm curious to know how much PSVR will be.
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.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.
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.
The price would be fine if the content wasn't so shit. VR desperately needs a killer app.
Buy OSVR instead then?save me Sony. let me use VR without breaking the bank!
The price would be fine if the content wasn't so shit. VR desperately needs a killer app.
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.
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.
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.
How can it be DOA when what you said is exactly their goal?Virtual reality will be a hit with enthusiasts, but in general it'll be DOA
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.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.
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.
How can it be DOA when what you said is exactly their goal?
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
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.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.
That's a bit cheaper than I was expecting. Neat.
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.