Save us, Apple.
This is the saviour of VR [in non-mobile mass market space]
Save us, Apple.
No need for a killer app, someone else will make them, says Valve.
Meanwhile Facebook / Oculus is funding VR games left and right to get the industry kickstarted.
But exclusives are bad, right?
¯\_(ツ_/¯
People keep saying this, but all I hear is "because Valve". What technically makes this product better than the Rift? Just the whole room walking thing?
Oh shit.
I really hope Sony works the same kind of pricing sorcery they did for the Playstation Vita.
Sell at a loss, Sony. Take the hit for VR.
The problem is, HTC needs that shit to sell right now to stay afloat. I'm worried Valve has to start from the beginning soon with another manufacturer, and it will set them back.
At least Facebook and Oculus have the funds to continue R&D of the Rift for many, many years without profit, until the tech is affordable enough. Facebook is sitting on vast amounts of money and are not afraid to spend it to make VR happen.
They might not have the best tracking, or the best room scale implementation right now, but they do have a solid product, new R&D departments opening up and a lot of endurance in this race.
What the F***. Why? That is not a sustainable strategy. And if they pursue such a strategy, they will have to recoup revenue elsewhere such as necessarily accessories (e.g. Vita memory cards).
People have no idea what they are asking for.
Fantastic Contraption, Budget Cuts, Cloudlands: VR Minigolf, Hover Junkers, Job Simulator, Modbox, Tilt Brush, Legend of Luca, Arizona Sunshine, they all look interesting to me. At least considering it's been less than a year since the Vive was first announced.
And on top of this there are the headset agnostic titles, like racing and space sims.
What are your most anticipated Oculus titles?
PSVR is using far weaker tech overall. I see no reason it would be more than $399. Though those would probably be some uninspiring profit margins for Sony.*sigh*
This isn't giving me much hope that PSVR will be in the $300-400 range. I'm bracing for $600 now.
this is a new way for people to watch pornography
lol at vr being DOA
*sigh*
This isn't giving me much hope that PSVR will be in the $300-400 range. I'm bracing for $600 now.
Did they even confirm European launch? It's dead if they go the XBONE route with launch in US and maybe few more countries initially.
I'd expect the price to be anything from 849 to 999. Maybe 799 if they're getting a big margin (I doubt it) on that $799 price and are willing to subside EU prices.
They do that with phones but everyone has read about how cheap they are to manufacture, it's just so much easier than low margin products like these.
400-500 range is likely. I don't see it costing as much as a Rift, but I also don't see it being less than 350.*sigh*
This isn't giving me much hope that PSVR will be in the $300-400 range. I'm bracing for $600 now.
Pretty much all this. PSVR now has a chance to be an extremely huge hit.
Going by some (a lot) of the comments in this thread, I would swear a lot of you expected VR headsets to start at 250 and come with a dozen free games. And a blowjob.
Considering I'm setting in front of a $799 1440p G-Sync monitor right now, the price isn't as high as I expected.
I will not be getting one at launch though, need to see how the lineup is, see the reviews, etc...
The Vive interests me more than the Rift, even though I'm not super big on the stand up/walk around type of VR.
Really want to play some Elite: Dangerous in it though.
You don't have to stand and use the Vive right? You can just sit and play a game like Elite Dangerous, yes? Just making sure.
This will sell really well!
Yes, you can sit.
Considering I'm setting in front of a $799 1440p G-Sync monitor right now, the price isn't as high as I expected.
They will easily sell all or most of what they ship in 2016 so yes, i'd consider that selling well.
People need to realize that VR is a high quality input and output device for their system. Occulus and Vive's prices seem a lot more reasonable when you are already willing to drop $600+ on a good TV/Monitor
I'm sitting in front of 600$ monitor and using 980ti to play on it. I'm not dropping 800$ on wii like gimmick![]()
I'm sitting in front of 600$ monitor and using 980ti to play on it. I'm not dropping 800$ on wii like gimmick![]()
Yeah, Apple devices are usually so cheap and affordable.Save us, Apple.
I dont trust valve on delivering working hardware.
I have the same setup, add $1200 audio to that, but I want something even better, so I'm getting a Rift or Vive with binaural audio.
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Good thing Valve is not manufacturing the hardware.I dont trust valve on delivering working hardware.
The HMD itself is probably no better than the Rift. Advantages of Vive include Lighthouse tracking allowing for greatly reduced occlusion, and only requires a power source rather than a PC connection as with camera tracking solutions. 2 motion controller are provided. Oculus touch will need to be bought separately and likely will be north of $150 at the very least (two Oculus Touch, Camera etc). There is the ability to play at "room-scale" but can also scale to standing or seated. Importantly this solution allows for full 360 degree tracking of the headset and motion controllers with minimal occlusion since the lighthouses are designed for placement at opposing corners of a play area. Games are being pushed to encourage this freedom of movement both at room-scale and while seated or standing, encouraging games to not be purely a forward facing experience, which both PSVR and Rift are encouraging due to the camera positioning. While you could move a second Rift camera to an opposing end of the room, this isn't what Oculus are pushing as of yet, and if Valve's Alan Yates is to be believed, the design of the controller will not support it well enough.
From experience with Vive DK1, being able to simply spin around and do things in an utterly natural way, feels fantastic and had me in hysterics for most of the time. Far more engaging that DK2, but that is all I have to go on. It feels great to have that freedom without lost tracking and not being purely locked in one direction, not to mention having hand presence is sensational compared to using a standard controller. Chaperone is also pretty amazing. Pretty much a safety system so you know the edges of the room when you approach them (although new headsets use a camera to overlay environment etc). It definitely relieves the anxiety of losing yourself in the virtual world. My first ten minutes or so were very tentative till I started to trust that chaperone knew its shit.
http://www.theverge.com/2015/2/12/8...ural-immersive-vr-sound-times-square-new-york
from what i'm seeing, "binural audio" is just the way the sound is being created. It doesn't seem to have anything to do with the headphones. any cans should do.
"all you need is a left and right channel" and software that supports it.
This is an awesome post and should be read by anyone considering purchasing a VR headset.
Personally I'm going to try and sell my early April Oculus order for $850 so I can afford this sucker.
I've not seen a wild Durante in the thread yet, but I assume he's pretty happy with the price
All of this is true.The HMD itself is probably no better than the Rift. Advantages of Vive include Lighthouse tracking allowing for greatly reduced occlusion, and only requires a power source rather than a PC connection as with camera tracking solutions. 2 motion controller are provided. Oculus touch will need to be bought separately and likely will be north of $150 at the very least (two Oculus Touch, Camera etc). There is the ability to play at "room-scale" but can also scale to standing or seated. Importantly this solution allows for full 360 degree tracking of the headset and motion controllers with minimal occlusion since the lighthouses are designed for placement at opposing corners of a play area. Games are being pushed to encourage this freedom of movement both at room-scale and while seated or standing, encouraging games to not be purely a forward facing experience, which both PSVR and Rift are encouraging due to the camera positioning. While you could move a second Rift camera to an opposing end of the room, this isn't what Oculus are pushing as of yet, and if Valve's Alan Yates is to be believed, the design of the controller will not support it well enough.
From experience with Vive DK1, being able to simply spin around and do things in an utterly natural way, feels fantastic and had me in hysterics for most of the time. Far more engaging that DK2, but that is all I have to go on. It feels great to have that freedom without lost tracking and not being purely locked in one direction, not to mention having hand presence is sensational compared to using a standard controller. Chaperone is also pretty amazing. Pretty much a safety system so you know the edges of the room when you approach them (although new headsets use a camera to overlay environment etc). It definitely relieves the anxiety of losing yourself in the virtual world. My first ten minutes or so were very tentative till I started to trust that chaperone knew its shit.
Whelp, so much for VR attracting the mainstream and getting wide adoption.
Maybe in another 20 years or so they'll understand that they need good wide-spread early adopters.
Now PSVR is our only hope for actually getting mainstream on board.