"We need to put a stake in the ground and say: this is the best possible experience."
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the first consumer VR headset that we're going to be pushing out
include the company's Touch Controllers
[url=http://arstechnica.co.uk/civis/viewtopic.php?p=29863313#p29863313:s6cpnlw6 said:charleski[/url]":s6cpnlw6]typos:
the first consumer VR headset that we're going to be pushing outinclude the company's Touch Controllers
Back on topic: This is the right way to go (as long as it's not too much more). VR has failed so many times now that any company wanting it to really break into the market needs to produce a no-compromise solution.
[url=http://arstechnica.co.uk/civis/viewtopic.php?p=29863295#p29863295:2jlo2hlm said:reno79[/url]":2jlo2hlm]Gotta say if they can keep it near the $350 (and us brits don't get shafted too much on exchange rate) I'm in. You can pay £250 for a very good monitor, so it makes sense.
Look forward to seeing official pricing soon though.
I think it really matters if you're aiming at mass market and want to quickly achieve critical mass. However, price aside, there's already obstacles aplenty for anyone interested in buying one. It mostly revolves around games support and the hardware you'll need to have games running properly with VR enabled.[url=http://arstechnica.co.uk/civis/viewtopic.php?p=29863369#p29863369:229ftjya said:Kazper[/url]":229ftjya]I understand their argument - and I agree at least to a point. It would be pointless to make a cheaper headset that fail to gain traction because of bad compromises.
But price does matter - especially to a "new" and unproven technology and/or with shaky support from the beginning. Just ask Sony about the PS3 and "making no compromises".
[url=http://meincmagazine.com/civis/viewtopic.php?p=29863913#p29863913:vh7peutd said:LostAlone[/url]":vh7peutd]An expensive, hardcore-only accessory that's beholden to games developers to support it to justify it's cost? That is a big ask. I'm not saying that they won't ship a single unit; far from it. But this is not the price point you want if you're hoping to make a piece of technology ubiquitous. Sure, I get that there are some early adopters out there who will be more than happy to buy at this point. There's people who buy perfect recreations of real flight sticks that are in this ball park and I'm certain they'll snap this up. But that is a super-niche market.
For a lot of gamers the choice is going to be between this and $350 of games. And that's not even a difficult question. If you can afford all the new games AND this, well, that's ok. But most people aren't going to. Most people don't even have $350 to spend on games, let alone a special game-vision headset that they may or may not get a lot of use out of.
There really isn't a killer app on VR. Sure, it can add something to some specific games, but there's nothing there that I couldn't just play on a monitor. I might gain something in terms of immersion (although if a game is immersive it'll still be immersive without it) but there's nothing there to make me want to stretch my budget. I can play the games anyway, so...
[url=http://meincmagazine.com/civis/viewtopic.php?p=29864067#p29864067:35iwd1fu said:SuperSpy[/url]":35iwd1fu]It's important for them to hit the quality mark with no compromises as an introduction to the market.
The public image of VR hinges on the initial product launches, so if they cut corners to hit a price point, it has the potential to ruin the public image of the entire industry and could be a major set back to all VR.
[url=http://meincmagazine.com/civis/viewtopic.php?p=29863913#p29863913:2v9w9vuh said:LostAlone[/url]":2v9w9vuh]
There really isn't a killer app on VR. Sure, it can add something to some specific games, but there's nothing there that I couldn't just play on a monitor. I might gain something in terms of immersion (although if a game is immersive it'll still be immersive without it) but there's nothing there to make me want to stretch my budget. I can play the games anyway, so...
[url=http://meincmagazine.com/civis/viewtopic.php?p=29864195#p29864195:3nkt4k99 said:Pokrface[/url]":3nkt4k99]I'll just be over here, buying a Rift and an HTC Vive and a second 980ti because i think i have a problem.
[url=http://meincmagazine.com/civis/viewtopic.php?p=29864129#p29864129:l3t8dscq said:Rommel102[/url]":l3t8dscq]
There absolutely is a killer app for VR. It's just something you don't talk about it polite company.
Caveat emptor early adopters. I'll be holding onto my $$ at least until they've bundled the Touch controllers (and ditch the xbox1 gamepad), and possibly till 2nd gen hardware arrives a year or 2 down the road.
I have an xbox1, so zero interest in paying for another controller I don't need, but even if I didn't have an xb1, the Oculus Touch controller looks well thought out so why pay for a gamepad?
[url=http://meincmagazine.com/civis/viewtopic.php?p=29863369#p29863369:4dy2mfsc said:Kazper[/url]":4dy2mfsc]I understand their argument - and I agree at least to a point. It would be pointless to make a cheaper headset that fail to gain traction because of bad compromises.
But price does matter - especially to a "new" and unproven technology and/or with shaky support from the beginning. Just ask Sony about the PS3 and "making no compromises".
They don't pay anywhere near 50$ for the controller, more like 10-20$ ![url=http://meincmagazine.com/civis/viewtopic.php?p=29864559#p29864559:2xtycsfw said:Fstchvy[/url]":2xtycsfw]It was $350 originally... Then Micro$oft forced them to include a controller that no one in the market for a top tier VR headset wants to buy.
Easy way to knock off 50 bucks is to drop the XB1 controller.
[url=http://meincmagazine.com/civis/viewtopic.php?p=29864597#p29864597:1ur0cvxp said:RndNum123[/url]":1ur0cvxp]They don't pay anywhere near 50$ for the controller, more like 10-20$ ![url=http://meincmagazine.com/civis/viewtopic.php?p=29864559#p29864559:1ur0cvxp said:Fstchvy[/url]":1ur0cvxp]It was $350 originally... Then Micro$oft forced them to include a controller that no one in the market for a top tier VR headset wants to buy.
Easy way to knock off 50 bucks is to drop the XB1 controller.
It is still a cost burden passed to the consumer.[url=http://meincmagazine.com/civis/viewtopic.php?p=29864597#p29864597:3124jag1 said:RndNum123[/url]":3124jag1]They don't pay anywhere near 50$ for the controller, more like 10-20$ ![url=http://meincmagazine.com/civis/viewtopic.php?p=29864559#p29864559:3124jag1 said:Fstchvy[/url]":3124jag1]It was $350 originally... Then Micro$oft forced them to include a controller that no one in the market for a top tier VR headset wants to buy.
Easy way to knock off 50 bucks is to drop the XB1 controller.
FB bought Oculus for $2B - what leverage could MS possibly have to boss them around?It was $350 originally... Then Micro$oft forced them to include a controller that no one in the market for a top tier VR headset wants to buy.
Easy way to knock off 50 bucks is to drop the XB1 controller.