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HTC Vive is $799, ships early April 2016

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I'll consider it.

This is the first gen of consumer VR, the headset is only a fraction of the total cost anyway. It's an enthusiast market for now.
 
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.
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.
 
A fair price.

I hope PSVR is released before summer. That's a definite pick up.

Will pick up the Vive when I build a new computer around... an expensive christmas. Was weighing upgrade options to get the Vive on launch, but, I'll just hold off until the new computer and let the market and libraries sort itself out for a while.
 
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.
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.
 
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.
 
I don't feel that PSVR will be powerful enough, Vive is too expensive and I don't care about room tracking, Oculus seems OK but I need a MUST HAVE software title for me to actual pull the purchase trigger. I'm surprised HTC thought $799 was a good idea.
 
Thought it'd be pricier, honestly.

It's good that a more premium option exists.

If/when Apple enters the market, you'll look back fondly on $800 pricing.
 
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.

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.
 
Nice! I was honestly thinking they might ask 1k for it. We are getting the full VR experience finally, and $800 for an enthusiast device that is basically a market-starter is not bad at all.

I am just stoked that I can budget for one. I assumed I would have to settle for an Oculus.

Damn good news.
 
I love all the haters out here who think it's going to flop. This is how much new tech costs. Lots of entitled people expecting a sub $400 price. Brand new tech is not typically affordable. It may not become fully mainstream anytime soon but eventually the price will slowly work itself down and will be more widely accepted. I fully expect the PlayStation VR to cost $500 ($400 at the lowest) especially since it's not just a headset it's an extra external box.

I'm a bit more impressed by those that identify this is not the generation of VR for them. At least they understand it takes time for the price to generalize. If you can't afford this generation, sorry! Hang tight, the price will slowly drop over time. Not within a year, no, but as there are hardware revisions and contracts made with manufacturers it will eventually drop.

The telltale sign that this won't go away anytime soon is how many companies are invested in making this a competitive market. Sony, Occulus and HTC are just the bigger ones. CES was a great sign that there are competitors out there trying to pull cheaper ones together.

Sure, this could go the way of the Kinect but it has WAY more support and competition than it had.

Edit: And yea, I'm in the camp with the others that expected this to be more expensive. I'm glad they pulled it in under $1k.
 
You're going to look pretty foolish when they inevitably announce they're sold out for months due to the demand aren't you.
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.
 
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.

oh i see. well given their attention to detail on the rest of the product, it seems like something that wouldn't be ignored by any of these hardware manufacturers.
 
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?
 
Sony is in an excellent position to dominate the VR market. I wonder if they're willing to take a monetary hit and sell it for loss at launch? Make it cheap enough and create profit from software.
 
I take it the pc requirements will also be a bit more than the Oculus? 970 minimum?

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
 
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?

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.
 
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 can't say I mind that at all.
 
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.

Oh my god, seriously? For real? Oh god guys, he's spoken, I guess this over.

How much did you expect first run, top of line VR technology to cost? 20 plus tax? Where are you people pulling these ideas from? This and the Rift are going to sell out quickly because there are plenty of people who are more than willing to pay that price. First adopters. Then it gets in their hands and the price to make it eventually drops and the price to consumer drops and then everyone's happy. This was never going to be priced to fly off the shelves to Joe Schmo, do you know what's in these things? Jesus fucking Christ.

20 years ROFL. God some of you just have zero idea how anything works. The second you can't afford it it gets written off. Thank God you're not in charge of anything.
 
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.
I think an "actual budget" is much less important than "actual VR".
 
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.


The cost will come down as the technology matures. I'm sure they'll get their money back.
 
Job Simulator

x1RvRep.jpg
 
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.


Cool beans. My PC I am building should be fine with that. Won't be an early adopter but down the line I might look into it when the prices drop a bit.
 
I think an "actual budget" is much less important than "actual VR".

Depends on the person I guess, games that look like Job Simulator just do not appeal to me at all. I'd like some good art direction and a bit deeper experiences myself.
 
Yeah good luck for VR getting mainstream acceptance any time soon.

The Vive is an enthusiast grade VR solution, it was not designed for "getting mainstream acceptance". But there are many affordable PCVR solutions (or go PSVR, good for you) on the horizon.. How hard can it be to understand this. It's getting ridiculous.
 
Glad I got in the March Oculus preorder.

Roomscale doesn't interest me as much. Hoping the Oculus touch ends up being less than $100.
 
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.
 
It makes me sad to think that if this had come out a few years earlier, I would have no problem buying it at $799 CAD.

The $1100+ it'll end up being is absolutely far too much though, once you hit over $1000 it's pretty much DoA as a first gen product, at least in this country.
 
The cost will come down as the technology matures. I'm sure they'll get their money back.
That's unlikely considering HTC is in huge trouble financially.

I'm sure development of this began when the company was still profitable, but in its current state, its extremely dangerous. They can't afford to "wait it out", unlike Oculus who's ownership (Facebook) is sitting on many billions and still making tons of money from other revenue streams.
 
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.

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.

Im sure that's the case for initial shock and awe, but I don't expect that to last.
 
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.


It's different for things that are dependent on multiple mediums, unlike just plain gadgets or things, when you make something which requires another thing (in this case, games) you NEED widespread market.

Why? Because you don't simply need people to buy a few headsets, you NEED people to buy headsets, to buy the games for it, to play them, to spread the word and get other people to buy them.

This is why things like the Laserdisc failed horribly. Laserdisc was better than VHS by far, but it never took off.

it was super expensive, the laserdisc movies were expensive, people never took to it even though it offered a better experience over VHS players.

You can't "lower the price" of a system like this if the market never takes off and peple aren't buying them, if you depend solely on the enthuasist market and ZERO mainstream penetration you won't make the money you need in order to lower the cost and make a profit because you'll be stuck with a limited audience who in turn are buying limited games.

Developers will eventually stop making games for a small niche audience (see the Wii third party developers), people will then lose interest because there's no games coming out for it and it'll go belly up.

Now imagine if you did go for the mainstream appeal.

The average joe could afford to get it, he sees his friends playing iwth it, tries it and loves it and the price is such that he can take the plunge.

You sell so many that even though you lose some money on the headset you sell enough that you make more on the backend, games, accessories, on top of this because the market is huge developers keep making better and newer games, in turn people keep buying the headset.

I'm not saying it can't make it at this price, but it's muuuuuuuuch more risky approach than aiming for some mainstream market penetration.

There were people that I talked to about VR with the rift and things that were soooooo excited for the rift/vive to come out and deciding on which one they'd get at launch, now almost ALL of them are taking a "I'll wait and see how they do and for a price drop"
 
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.

Pretty much.
 
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.

Gear VR is Oculus branded, so I hope that will at least promote Rift indirectly, and make the public aware there's even better tech out there for PC (in addition to other marketing channels). The prices will be coming down later, and people should be ready for it then.
 
I'm interested on what Apple will cook up.

They recently brought the Pencil, which the public doesn't really care about. But tech wise it's in some ways more advanced than Wacom, N-trig and other players that have been on the field forever. And it was their first try.

Like Facebook and Google, they definitely have the resources to make something awesome that will drive the tech forward.
 
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.
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
 
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?
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.
 
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

I honestly don't think price is the biggest hurdle for mainstream adoption of VR.
 
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