I think this is pretty specious. Facebook's motivations are unclear but it's likely they want to branch out from social media technology and want to keep relevant in the upcoming meta-verse social media. Short term gaps from their 2billion investment not being recouped in the initial VR release shouldn't impact these goals.Component prices may have dropped but they have put in time on their software and I'm sure tons of R&D into not only the Rift but all their side projects like the Touch. Then there's the whole Facebook looking to make all that money they spent back. The real question is how much over $350 are we talking. Also how does it compare to similar products like Valve's offering.
right, but the early adopter hobbyists aren't nearly enough to push the technology into mainstream. in order to obtain widespread use, it will have to compete at a price point that the general population is comfortable with.I dropped $800 on a video card to support VR, I'm sure you guys are all running on several thousand dollar PC platforms. $350 is still cheap to most everybody who cares at this point.
yep. it will be a cool hobby for early adopters for a while which is good because it'll put in place the groundwork for the industry, but it will be 5-10 until we start seeing things like "VR Facebook" and what not.Which is impossible to achieve with the needs of VR(both in terms of the headset and PC power). This is why I keep saying consumer ready VR is still 5yrs away or more. The power required doesn't even currently exist. 4 980Tis can't keep up with what you'd actually want from VR(4k+ @ 90-120FPS), so Occulus has the problem of needing multiple streams of innovation.
The fastest route would be for occulus to actually develop their own ASICs to act as VR GPUs essentially, but then you have a compatibility problem because no game companies will support it for the most part. VR currently benefits strongly from using consumer grade software and hardware, soon as they veer off course it'll be the same problem any peripheral has, if it doesn't have total market dominance then it's not worth supporting.
1 -https://www1.oculus.com/order/. I still advise waiting though, the CV1 is just around the corner.A couple of questions:
1- Is the DK2 not available to buy on official channels? I tried to buy one and it wouldn't let me.
2- Has anyone had any problems with motion sickness? I get motion sick on some FPS's, but the seaband thingies from Wal Green make about 80% of it go away.
Thanks. But hasn't this been around the corner for the last five years?1 -https://www1.oculus.com/order/. I still advise waiting though, the CV1 is just around the corner.
I get motion sick sometimes, and other times not so much with gaming. Those wristbands help, but only after about 30 minutes. Need for Speed for PS4 used to make me motion sick, but I feel as though I got my "sea legs" after awhile.I agree with Skanda on #1.
Regarding motion sickness, it's not a binary thing like driving, boating or even roller coasters where someone 'gets sick when I sit in a car and read', it's a continuous spectrum of sickness that depends on what you're doing in the game and whether everything is working properly. I can go into more detail if you'd like, but bottom line is that very few people get motion sickness from the more gentle demonstrations, and almost everyone gets motion sickness from the more aggressive demonstrations / unworking demonstrations.
No? They've only really been talking about the CV1 since June-ish. Preorders sometime before the end of this year and release supposedly in Q1 of next.But hasn't this been around the corner for the last five years?
Gamasutra - Putting a fake nose in your VR game may make it less nauseating"Our suspicion is that you have this stable object that your body is accustomed to tuning out, but it's still there and your sensory system knows it,"