Well the headset is still pegged to cost $300 and I for one am not going to be fussed about turning the graphics down until I get acceptable frame rates.
Speaking of fat wallets, the CEO of Oculus Rift just said that the Rift, plus a gaming PC powerful enough to run it, will cost $1,500.
So, looks like VR's going to stay in the hands of enthusiasts for now.
I mean, yeah. Hitting the recommended specs they released is going to run you ~$1200, and then a $300 headset. A $750 or $500 PC just isn't going to be able to hit the framerates needed at VR resolutions.
At least another year of everyone else talking about what incredible, unmissable experiences can be found in VR!
I just hope people don't look at all the geek hype, see nothing of value for them, and decide VR isn't for them before it gets cheap enough for the masses.
Me, I see plenty of value, there's loads there that I'm excited for, but I simply can't justify that price barrier for what is essentially video games. As such, it sours me on it because I get to sit outside the restaurant whilst everyone inside tells me how amazing the food is.
The tech's amazing, but the biggest challenge for VR will be to come up with something genuinely useful and appealing in the long term to people who ain't us.
Stuff like google's followup to cardboard or the next version of the Gear VR are going to be the first major winners here. Anything that requires a gaming PC will be amazing, but nobody sane is going to spend real money to develop for it. I think that's why Carmack has been so focused on mobile VR. If you can get it on a contract, it fills your smartphone needs, and it also happens to be passable VR (mostly prerendered, non-interactive, or limited interaction), that's where the inflection point lies and that's where the money will go.
We'll get back there someday.
+1
Nova_CI have the needThe need for speedRegistered Userregular
PC gaming has always been more expensive. A single video card can cost as much as a console (I have the GTX 970, which I bought when it came out, and it's still over $400 in Canada.)
The way I look at it is: The VR experience is $300. I already have the gaming rig. Lots of people already have the gaming rig. The price will come down. I mean, to play Super Mario 3D World, you're looking at $400. Is a single game worth $400? No, but you don't buy a console for one game, so the price of the console isn't factored into the price of the game.
So I don't factor the price of a PC into the price of an HMD.
PC gaming has always been more expensive. A single video card can cost as much as a console (I have the GTX 970, which I bought when it came out, and it's still over $400 in Canada.)
The way I look at it is: The VR experience is $300. I already have the gaming rig. Lots of people already have the gaming rig. The price will come down. I mean, to play Super Mario 3D World, you're looking at $400. Is a single game worth $400? No, but you don't buy a console for one game, so the price of the console isn't factored into the price of the game.
So I don't factor the price of a PC into the price of an HMD.
Yeah, the device is aimed at people who already have gaming PCs. I'm not going to factor in the price of a PC when buying my Rift because I already have one.
Shit, I'm building a gaming rig at end of the year with VR in mind. Folk will develop for it, we're already seeing the start of it. Valve partnered to make a physical hat; it'll get support.
If someone ends up writing a PC driver for Morpheus (like we saw with Kinect and pretty much every other console peripheral using USB or bluetooth) that might be a possible upgrade path.
Kind of short notice impulse ask, but what the heck; does anyone have an Oculus Rift DK2 I could borrow for the weekend? I'd be happy to pay for shipping both ways, or to pick it up if you happen to live in/near Madison, WI
I've heard very vague word on the FOV for the consumer Rift being lower than the DK2. Any credit to it? If so, I'd be concerned, as the DK1 was about my limit as far as FOV goes (a limit passed by the DK2, which had a distractingly low FOV).
I doubt they'd lower the FOV, since this is one of the limitations mentioned in practically every article I've seen. If this is already an issue, why would they make it even more of a problem by reducing the FOV?
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So here's a question: I'm very nearsighted, and use glasses 100% of the time. Within 4-5 inches I can see things clearly. Would I be able to use the rift without contacts or anything?
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I haven't personally try it out, but from what I read is that glasses users will be able to use the rift without glasses.
No, if you're shortsighted in reality, then you'll be shortsighted in VR. They're just talking about how they increased ergonomics for people who wear glasses on the stream though. Personally, I'm always using my Rift with my glasses, without any problems.
So, xbox one controller bundled with Oculus CV1 = sigh. "Oculus Touch" motion controllers = yay!
But I see some problems. We still don't have price or specs, ok. But there was no mention of the Touch controllers being bundled, and I would assume they won't be to keep the base cost down. Also no mention if OT will launch at the same time CV1 does.
Also, with a single desk-mounted tracking camera, you'd think there might be occlusion problems when tracking a headset and two held controllers.
Constellation tracking is easy if you're only tracking one rigidbody from one known point in space. But three objects? Starting to get a little crowded in that night sky.
I was initially pretty disappointed with the decision to bundle an Xbonepad with the Rift, but it's actually a pretty smart move - it means VR developers have an input device to target that they can be certain their users have available.
No hardware specs, nor specific release date. Underwhelming. I guess the controller looks neat in concept, but I loathe thumbsticks terribly.
Seeing Square Enix there though was interesting; FFXIV with Rift would be awesome if it happens.
One thing that's surprised me since buying a Rift DK1 and playing with it a bit is how usable standard KBAM controls are - I've yet to have an issue with losing finger position. Surprised how good virtual desktop for Rift was too; with a better resolution than the DK1, it seems like it would be fairly usable. Kind of trying to find games that use Rift well that aren't tiny Unity demos. GTA V is tempting, but I don't really want to shell out for VorpX just to test it out.
No, if you're shortsighted in reality, then you'll be shortsighted in VR. They're just talking about how they increased ergonomics for people who wear glasses on the stream though. Personally, I'm always using my Rift with my glasses, without any problems.
I thought I'd add an explanation. They use lenses that change the focus to mimic real life, it reduces eyestrain.
Seems dumb that I need to buy a second XBone controller to own an Oculus.
Seems really dumb to bundle one at all.
No it doesn't, see my post above. VR input is still an area with lots of possibilities and no established standards. That makes it hard for developers to target their games at specific input devices. This circumvents that, even if the actual input solution is as vanilla as they come.
Constellation tracking is easy if you're only tracking one rigidbody from one known point in space. But three objects? Starting to get a little crowded in that night sky.
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It did initially sound a bit misleading, "play your Xbox One games on the Rift!" but then, it's a thing, it's cool, if I had the setup I'd probably use it sometimes. That kind of seems to be Microsoft's MO of late, to just.. do... stuff. See what takes.
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Almost like what is happening now with TR...
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So, looks like VR's going to stay in the hands of enthusiasts for now.
http://steamcommunity.com/id/pablocampy
I mean, yeah. Hitting the recommended specs they released is going to run you ~$1200, and then a $300 headset. A $750 or $500 PC just isn't going to be able to hit the framerates needed at VR resolutions.
I just hope people don't look at all the geek hype, see nothing of value for them, and decide VR isn't for them before it gets cheap enough for the masses.
Which is what happened with VR last time.
The way I look at it is: The VR experience is $300. I already have the gaming rig. Lots of people already have the gaming rig. The price will come down. I mean, to play Super Mario 3D World, you're looking at $400. Is a single game worth $400? No, but you don't buy a console for one game, so the price of the console isn't factored into the price of the game.
So I don't factor the price of a PC into the price of an HMD.
Yeah, the device is aimed at people who already have gaming PCs. I'm not going to factor in the price of a PC when buying my Rift because I already have one.
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I am the worse. See you guys when my eyes have melded with the HMD.
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wait, you bought the DK2?
I've heard very vague word on the FOV for the consumer Rift being lower than the DK2. Any credit to it? If so, I'd be concerned, as the DK1 was about my limit as far as FOV goes (a limit passed by the DK2, which had a distractingly low FOV).
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FOVE?
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Unreal Engine 4 Developers Community.
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Well, this presentation has been awkward so far. The official input solution is an Xbox controller. Because... Microsoft is now a partner. Huh.
But I see some problems. We still don't have price or specs, ok. But there was no mention of the Touch controllers being bundled, and I would assume they won't be to keep the base cost down. Also no mention if OT will launch at the same time CV1 does.
Also, with a single desk-mounted tracking camera, you'd think there might be occlusion problems when tracking a headset and two held controllers.
Inquisitor77: Rius, you are Sisyphus and melee Wizard is your boulder
Tube: This must be what it felt like to be an Iraqi when Saddam was killed
Bookish Stickers - Mrs. Rius' Etsy shop with bumper stickers and vinyl decals.
....okay?
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PSN: IncindiumX
I was initially pretty disappointed with the decision to bundle an Xbonepad with the Rift, but it's actually a pretty smart move - it means VR developers have an input device to target that they can be certain their users have available.
Unreal Engine 4 Developers Community.
I'm working on a cute little video game! Here's a link for you.
That's not an awful idea. It's similar to simulating a movie theatre instead of just showing the movie directly on the Rift.
Seeing Square Enix there though was interesting; FFXIV with Rift would be awesome if it happens.
One thing that's surprised me since buying a Rift DK1 and playing with it a bit is how usable standard KBAM controls are - I've yet to have an issue with losing finger position. Surprised how good virtual desktop for Rift was too; with a better resolution than the DK1, it seems like it would be fairly usable. Kind of trying to find games that use Rift well that aren't tiny Unity demos. GTA V is tempting, but I don't really want to shell out for VorpX just to test it out.
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I thought I'd add an explanation. They use lenses that change the focus to mimic real life, it reduces eyestrain.
Seems really dumb to bundle one at all.
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No it doesn't, see my post above. VR input is still an area with lots of possibilities and no established standards. That makes it hard for developers to target their games at specific input devices. This circumvents that, even if the actual input solution is as vanilla as they come.
Unreal Engine 4 Developers Community.
I'm working on a cute little video game! Here's a link for you.
Hey, 1%, not all of us have an elaborate 50' home-cinema for private screenings!