I thought they confirmed it will be $300 not long ago?
[QUOTE=Hogie bear;48809495]I thought they confirmed it will be $300?[/QUOTE]
Yeah but that was like, when the kickstarter got funded, as the article says they're using new tech and more stuff in the headset, so a price increase shouldn't be that surprising.
Also the rift will include an xbox 1 controller and the rift camera for positional tracking.
Anyone know yet what the new tech is supposed to be?
I'm imagining about $400-500. Seems about where all these headsets are going.
Although, if it comes out in the same ballpark as the Vive, it's going to be a real toss-up for which one I end up buying.
If it's going to be more expensive then initially planned, then they should also offer a version without the Xbox controller. 50$ is too much to just throw away for an extra accessory that you already own.
[QUOTE=Hogie bear;48809495]I thought they confirmed it will be $300 not long ago?[/QUOTE]
The last article posted here they said very explicitly it would be above $300, but they didn't say by how much.
So sad. Oculus had a great chance to make it to market, then they squandered their time repeatedly upgrading it and now they've made it so advanced they can't make the original price.
If they had not already been absorbed into Facebook I would of given them at this point two or three years before the poor sales and cheaper products from the other companies that popped up while they were wasting time put them under.
it's a huge bummer that it's more than or the same cost as a xbone or ps4.
[video=youtube;vW7QcJ0Ad0Y]https://www.youtube.com/watch?v=vW7QcJ0Ad0Y[/video]
Looks like they'll be at least 350$, and there's an option to buy a "All in Rig" for 1500$ or so
[QUOTE=pentium;48810030]So sad. Oculus had a great chance to make it to market, then they squandered their time repeatedly upgrading it and now they've made it so advanced they can't make the original price.
If they had not already been absorbed into Facebook I would of given them at this point two or three years before the poor sales and cheaper products from the other companies that popped up while they were wasting time put them under.[/QUOTE]
Have you used any of the versions? I can assure you anything less than the current standard of CV1 or HTC Vive is not worth using; if they marketed dk2 or anything less than that as consumer ready VR would fail once again.
Having used both the DK2 and Vive (the latter of which is very similar in quality to CV1) I can tell you they're on a completely different level. The Vive passed a threshold for me that let me feel like I was in another space, it was one of the most profound moments ever for me and certainly my favorite gaming memory so far. It's impossible for me to put it in words effectively, so you're just going to have to take my word for it that you should go out of your way at some point to try either a standing HTC Vive demo or an Oculus CV1 + Oculus Touch demo (being able to walk around and see a representation of your hands makes the 'presence' sensation / state much stronger).
Oculus are 100% doing the right thing here, theyre going for the highest quality possible at this point and I wouldn't want to buy anything less.
[editline]2nd October 2015[/editline]
[QUOTE=Dirty_Ape;48809567]Anyone know yet what the new tech is supposed to be?[/QUOTE]
Custom manufactured OLED screens, high quality headphones, microphone, custom fabric instead of a plastic housing, high quality lenses, plus some more minor details which haven't been confirmed yet.
Is there less chromatic aberration with the new lenses?
From what I've seen from oculus screenshots, there's a lot of CA correction in the games.
[QUOTE=paul simon;48811552]Is there less chromatic aberration with the new lenses?
From what I've seen from oculus screenshots, there's a lot of CA correction in the games.[/QUOTE]
Probably not. These are spherical fresnel lenses, they're designed for wide-angle views. Wide angle lenses have a ton of chromatic aberration, it's just how they work. Only thing you can really do is correct for it in software.
[QUOTE=woolio1;48811623]Probably not. These are spherical fresnel lenses, they're designed for wide-angle views. Wide angle lenses have a ton of chromatic aberration, it's just how they work. Only thing you can really do is correct for it in software.[/QUOTE]
Well, depends on the lens quality really.
I didn't know they were using Fresnel, I thought it was regular ol' glass lenses. Nice to know.
[QUOTE=paul simon;48811658]Well, depends on the lens quality really.
I didn't know they were using Fresnel, I thought it was regular ol' glass lenses. Nice to know.[/QUOTE]
I guess it depends on the quality to an extent, but you're still going to get prismatic effects the more curved your lens is. You see it all the time in wide angle camera lenses, for instance. It can be corrected with a few more lenses, but that's more glass and more weight for something that can be managed in Photoshop.
They could fix it with more lenses here as well, but the single-lens design doesn't permit it. You can't have an extreme wide angle single lens element and no chromatic aberration.
[QUOTE=woolio1;48809643]I'm imagining about $400-500. Seems about where all these headsets are going.
Although, if it comes out in the same ballpark as the Vive, it's going to be a real toss-up for which one I end up buying.[/QUOTE]
The Vive and the Rift seem to have one big fundamental difference in their approach, which is that the Vive is built around navigating a whole room with included controllers, while the OR is a little more restricted in range and has to account for both motion controls and kb/m controls as it won't ship with motion controllers at launch. So really it depends on the software that Valve pushes out, I imagine it will have to be pretty specialized to take advantage of the Vive.
[QUOTE=Qwerty Bastard;48812090]The Vive and the Rift seem to have one big fundamental difference in their approach, which is that the Vive is built around navigating a whole room with included controllers, while the OR is a little more restricted in range and has to account for both motion controls and kb/m controls as it won't ship with motion controllers at launch. So really it depends on the software that Valve pushes out, I imagine it will have to be pretty specialized to take advantage of the Vive.[/QUOTE]
While they're marketing approach is a bit different, both the Vive and the Rift will be almost equivalent in features in the end. The Rift has room-scale tracking when you add another camera sensor. Also Oculus does not focus on keyboard/mouse controls whatsoever, they're adding a gamepad (Xbone controller) to the base package and selling their hand-tracked Oculus Touch controllers separately.
It's interesting that it comes with integrated headphones... Hopefully there'll be an option to either remove them or buy one without; using audiophile headphones would probably yield a better experience.
[QUOTE=Croninberg;48817836]It's interesting that it comes with integrated headphones... Hopefully there'll be an option to either remove them or buy one without; using audiophile headphones would probably yield a better experience.[/QUOTE]
They're actually really good headphones. They had them custom-designed for 3D audio, and they apparently "rival studio headphones," according to a few of the major VR news sites.
[QUOTE=Clavus;48816755]While they're marketing approach is a bit different, both the Vive and the Rift will be almost equivalent in features in the end. The Rift has room-scale tracking when you add another camera sensor. Also Oculus does not focus on keyboard/mouse controls whatsoever, they're adding a gamepad (Xbone controller) to the base package and selling their hand-tracked Oculus Touch controllers separately.[/QUOTE]
My concern is that Oculus's decision not to include the Touch controllers might lead some developers to build for the least common denominator, which would be just making use of head tracking.
I also think, in theory, the Vive will be easier to setup (for room tracking) as, to my understanding, the lighthouses just need power, whereas the Oculus cameras would need to be connected to the computer.
Does anybody know if the consumer end product is going to be glasses friendly, and if that will detract from the experience if so? I love VR to death but I've been scared that my glasses will make it difficult to experience it as intended, or at all.
[QUOTE=woolio1;48817890]They're actually really good headphones. They had them custom-designed for 3D audio, and they apparently rival high-end studio headphones.[/QUOTE]
I'm sure they're above average and decent but let's be real here. They're not going to be comparable to studio headphones of similar price to the rift
[editline]3rd October 2015[/editline]
[QUOTE=Visorak06;48818194]Does anybody know if the consumer end product is going to be glasses friendly, and if that will detract from the experience if so? I love VR to death but I've been scared that my glasses will make it difficult to experience it as intended, or at all.[/QUOTE]
Glasses are fine in both DK2 and the Vive
[QUOTE=woolio1;48817890]They're actually really good headphones. They had them custom-designed for 3D audio, and they apparently rival high-end studio headphones.[/QUOTE]
According to who??? :v:
[QUOTE=Visorak06;48818194]Does anybody know if the consumer end product is going to be glasses friendly, and if that will detract from the experience if so? I love VR to death but I've been scared that my glasses will make it difficult to experience it as intended, or at all.[/QUOTE]
lol good luck
[QUOTE=Visorak06;48818194]Does anybody know if the consumer end product is going to be glasses friendly, and if that will detract from the experience if so? I love VR to death but I've been scared that my glasses will make it difficult to experience it as intended, or at all.[/QUOTE]
I don't think glasses will fit. However, unless your eyesight is extremely bad, you could try using contact lenses.
[editline]4th October 2015[/editline]
[QUOTE=EliteGuy;48819449]Glasses are fine in both DK2 and the Vive[/QUOTE]
Oh, guess I'm wrong.
[QUOTE=The golden;48819895]I seriously doubt that.
A proper pair of high-end cans is going to be $400 alone without any added VR technology.
I actually consider that a really stupid move. It's just pushing the cost up. Most people already have their own sound-system they're going to prefer.[/QUOTE]
[URL="http://www.roadtovr.com/why-the-oculus-rifts-integrated-headphones-might-replace-your-gaming-headset/"]This is why they're included, and this is where I got my "they're as good as studio headphones" bit from.[/URL] Do you think I just pulled that out of my ass?
[QUOTE=woolio1;48820014][URL="http://www.roadtovr.com/why-the-oculus-rifts-integrated-headphones-might-replace-your-gaming-headset/"]This is why they're included, and this is where I got my "they're as good as studio headphones" bit from.[/URL] Do you think I just pulled that out of my ass?[/QUOTE]
[QUOTE]The ‘phones aren’t circumaural (i.e. they don’t cover your entire ear) so surely sound isolation is an issue? Yes it it, but not nearly as bad as you might think. I frequently had to rotate the ‘phones from my ears when demonstrators were trying to tell me something during my time at E3, and when you’re immersed in the world, at a decent volume the ‘phones do a good job at isolating you from ambient noise. They’re never going to be up to the best closed-back circumaural cans, or indeed in-ear monitors in this regard, so if your play environment is noisy, you may find them lacking here.[/QUOTE]
So yeah that's nice for people that don't care or use shit tier equipment already, but having exposed ears and saying it will be anything like "high end studio" equipment is just nonsense.
It's the same shit those $100+ gaming headsets try to spin about their audio quality (at least [I]those[/I] generally always enclose the ears) when a non-gaming $20 set does the same thing.
The reason why they are provided is because they want to provide a consistent audio platform.
The audio needs to be spatially correct, you don't want different audio devices/headsets giving a different character to the sound and possibly ruining the spatial correctness, you probably don't have as much leeway as you do with music.
Look at it this way, even if it doesn't live up to what they claim it to be, its probably still going to be the best option because all sound engineering was done with those specific drivers in mind.
[QUOTE=Cold;48820517]The reason why they are provided is because they want to provide a consistent audio platform.][/QUOTE]
This part is correct. Consistency is key here, which is also why they included a 360 controller with the bundle. They need to maintain a consistent medium for their userbase, that at the bare minimum, everyone will be able to take part in.
As for the audio, not everyone has expensive studio headphones and DACs. It makes more sense to include semi decent headphones rather than leave the majority suffering because of inability/accessibility
Though I do hope they make them detachable.
[QUOTE=EliteGuy;48820626]This part is correct. Consistency is key here, which is also why they included a 360 controller with the bundle. They need to maintain a consistent medium for their userbase, that at the bare minimum, everyone will be able to take part in.
As for the audio, not everyone has expensive studio headphones and DACs. It makes more sense to include semi decent headphones rather than leave the majority suffering because of inability/accessibility
Though I do hope they make them detachable.[/QUOTE]
[video=youtube;CV-eHwWxLmI]https://www.youtube.com/watch?v=CV-eHwWxLmI[/video]
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