Ricerocket
Member
The price seems alrite. What I am more curious about is content. Is there anything that everyone has their eyes on that will grab VR for?
Ahaaa, no one in their right mind is/was expecting enthusiast VR to even attempt to capture the mainstream and get wide adoption on first iteration. That's why products like GearVR and PSVR(unless Sony completely fucks up the price) exist. At this point, we all should fully understand that Oculus and especially the Vive are not even aimed at the mainstream market.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.
Valve is invested heavily in the success of SteamVR. Not necessarily in the success of the Vive. HTC is just the first company that partnered with them, but won't be the last.Honestly the price isn't a big deal for me, under $1k is all relatively the same for me.
For me the bigger issues is who is driving and Valve's participation. The fact that its announced at a mobile conference vs a gaming conference, and that Valve seems pretty muted isn't great.
I want this for gaming and porn (lets be honest). Not for all the industrial/military/medical applications that I'm sure it will be great for.
The fact that HTC seems to be firmly in the drivers seat, chose the worlds premiere mobile conference to announce (vs DICE this week or GameVR next month), and that Valve is pretty mum on its plans with Portal 3 and HL3 all adds up to a lot of disappointment.
The price is not an impact on me personally but the cheaper the price, the more likely more and more games in development will consider adding VR support. Its no fun being the only one with a gadget amongst your friends, you want them all to have it so you can all play together and that seems less likely for the next year or two.
Yeah I mean, you can already listen to that stuff in Youtube. But generating it dynamically for games (as they now know your head position) is a game changer, there's just nothing more immersive on the audio side for now.
Even the best 7.1 surround setup can't do the same as that virtual barbershop listened with any cheap or expensive headphones. If they can bring the same to games in real time like they say, oh man.
https://youtu.be/tHu2Sk0DJpc is creeping my ears out! ahhhhhh
but yea I guess my point was that we don't have to wait for new headphones or something. we have what we need already.
Given it includes the 3D controllers the price makes sense.
Is there any fuckery with shipping to Australia like the rift?
Get back to me when they've recouped R&D costs and have reached market saturation, and are actually making profit. I'm guessing A) Never. B) 5-10 years if they survive.You're going to look pretty foolish when they inevitably announce they're sold out for months due to the demand aren't you.
Yeah it's all on the software side, there's no idea yet how the Oculus SDK + DAC will play part in actually generating the audio (Palmer just says they are well integrated) but it should work on any headphone hardware. I know PSVR is also investing in binaural audio solutions, but I haven't heard anything from HTC or Valve yet.
I take it the pc requirements will also be a bit more than the Oculus? 970 minimum?
I take it the pc requirements will also be a bit more than the Oculus? 970 minimum?
I take it the pc requirements will also be a bit more than the Oculus? 970 minimum?
I wonder how developers are going to make money with this new dawn of VR if it's anything more than a side project. It will be hard going surely with not much of a user base right?
I'd assume not creating VR-exclusive "AAA" games (unless you have platform holder support) is an important part of it.I wonder how developers are going to make money with this new dawn of VR if it's anything more than a side project. It will be hard going surely with not much of a user base right?
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.
Even if it's not meant for mainstream they are pricing it so high.
The Rift/Vive are both not taking into account the pc/power needed to run it, in order for some "Average joe" to use either they'd need to get the rift or vive + a pc, and you're talking easily 1700+ bucks, which is so far out of the majority of peoples price range for an "entertainment" device it's not even funny.
I hope I'm wrong, I hope it does well, but it really astounds me that neither company thought it'd be smart to get into the mainstream and price it such that the average joe would be able to afford one and get wide-adoption, selling the headset at a loss and making up money on software and other things instead.
Now PSVR is our only hope for actually getting mainstream on board, if it is that expensive then I think VR is going to end up being just like it was before when it came about in the 80's, a cool thing to try and theme parks or places where it can be tried without plopping down all the money and then people slowly lose interest and it goes away.
I think an "actual budget" is much less important than "actual VR".That's why I think most games with an actual budget will be not room scale but something that works on all HMD's (Rift, PSVR and Vive) for maximum sales potential.
That's also why I'm not going bonkers about room scale yet, before all HMD's support it and there's a market for those games.
Get back to me when they've recouped R&D costs and have reached market saturation, and are actually making profit. I'm guessing A) Never. B) 5-10 years if they survive.
I don't doubt it will sell out, because they know damn well manufacturing enough to barely meet projected demand is much safer than overproducing and sitting on devalued inventory.
It's pretty much the same as the Rift, except for requiring less USB ports. Only 1 2.0 port required, instead of 3 3.0.
http://www.htcvive.com/us/product-optimized/
RECOMMENDED PC SPECS
GPU: - NVIDIA GeForce® GTX 970 / AMD Radeon R9 290 equivalent or greater
CPU: - Intel® i5-4590 / AMD FX 8350 equivalent or greater
RAM: - 4GB+
Video Output: - HDMI 1.4 or DisplayPort 1.2 or newer
USB Port: - 1x USB 2.0 or greater port
Operating System: - Windows 7 SP1 or newer
they look the same, though the Vive requires no USB3.0 ports. the OR requires 2 of those.
I think an "actual budget" is much less important than "actual VR".
Yeah good luck for VR getting mainstream acceptance any time soon.
That's unlikely considering HTC is in huge trouble financially.The cost will come down as the technology matures. I'm sure they'll get their money back.
There are a lot of people who are convinced that AAA games need to exist for these things to take off. You are going to be shocked by how much you or anyone else won't care about AAA (or how we define it now). Even the simplest video game action works. Shooting a gun in an FPS in a one room space for example is already imemsly satisfying in room scale VR. This really is a new medium and the weird expectations and standards people have from AAA video games don't apply.
There's no need for mainstream support so early on in the lifecycle. Maybe the second or even third revision will be more mainstream once the costs come down.
Because people want dirt cheap VR that works perfectly and if they can't have it this year then the entire platform is dead on arrival. Just stupidity. No patience for a platform that needs probably a decade of maturity before it's truly accessible to the mainstream.
It was very clear it would be the priciest. Throw in a 980Ti required to drive it and they've got a product they know full well is targeting a small audience. People can't comprehend that businesses aren't always catering to them/mass audience.
mainstream vr is already available in a way thru gear vr. Shouldn't be expecting that out of either rift or the vive.
That said, 800 is going to be a tough pill for most people to swallow, even people interested in vr.
Save us, Apple.
What nonsense. No mainstream growth means little to no on going software support. It's expensive to make VR support let alone dedicated gamesThere's no need for mainstream support so early on in the lifecycle. Maybe the second or even third revision will be more mainstream once the costs come down.
A lot of VR games are being made by indie developers, which is great. Some are AAA games being made by larger companies that are getting funding help, like with Crytek who are being paid to make The Climb on Oculus Rift and Robinson: The Journey on PSVR. There aren't going to be as many AAA games in VR as people hope for, not for a couple years at least, but indie games are fine, you don't need a $10 million budget to make a great game, and you don't need a AAA budget to make a game with great gameplay and a lot of depth. And AAA graphics generally need too much power for VR anyways.I wonder how developers are going to make money with this new dawn of VR if it's anything more than a side project. It will be hard going surely with not much of a user base right?
What nonsense. No mainstream growth means little to no on going software support. It's expensive to make VR support let alone dedicated games
If one of these devices doesn't pick up mainstream traction then they are all dead