To be honest, I've never understood how the Rift could possibly be $300 or under. But you never look a gift horse in the mouth, right?
[QUOTE=Clavus;43498653]Every prototype they show is their new baseline. And they said the price shouldn't ever be over $300. So far Oculus has only made statements about things they know they can make happen.[/QUOTE]
A couple of weeks ago Palmer said that the $300 isn't set in stone.
[url]http://www.reddit.com/r/oculus/comments/1tj76e/do_we_need_an_option_of_500_amoled_consumer_rift/ce94cn5?context=3[/url]
And on a similar note, one of the oculus devs said that a recent article claiming the consumer Rift would cost $499 is "complete bogus", so it's definitely not going to be that high.
[url]https://developer.oculusvr.com/forums/viewtopic.php?f=26&t=5866#p80875[/url]
My personal guess is $399.
even if it's cheap to produce and isn't technologically impressive i'm still gonna buy it even if it surpasses $300
i'm gonna die of waiting
[QUOTE=Orkel;43499764]A couple of weeks ago Palmer said that the $300 isn't set in stone.
[url]http://www.reddit.com/r/oculus/comments/1tj76e/do_we_need_an_option_of_500_amoled_consumer_rift/ce94cn5?context=3[/url]
And on a similar note, one of the oculus devs said that a recent article claiming the consumer Rift would cost $499 is "complete bogus", so it's definitely not going to be that high.
[url]https://developer.oculusvr.com/forums/viewtopic.php?f=26&t=5866#p80875[/url]
My personal guess is $399.[/QUOTE]
I don't see it being more than $600 and even then it's getting pricey.
[QUOTE=Clavus;43498653]Every prototype they show is their new baseline. And they said the price shouldn't ever be over $300. So far Oculus has only made statements about things they know they can make happen.[/QUOTE]
Not really true. In Engadget interviews at CES they say their price target is between $250-$400, because they want to try and make this consumer level. There is a possibility that all this high tech cutting edge gadgetry they stuff in each Rift will push the price above that by the time they finally move onto the final consumer design (I'm thinking we will be lucky to hear anything serious about what it is exactly and the price of it this year).
I definatly think that this won't be over $1k like most (shitty) HMD's are. But at this point it seems extremely likely that the price won't be $300 or under, unless they sell at a loss and find some other way to make money.
[QUOTE=paul simon;43498974]Why would a PS4 not handle it? What sort of sense does that make?[/QUOTE]
If the PS4 can handle full-resolution 3D games, it makes sense it'd be able to handle VR.
Genuinely want to do an entire playthrough of Half Life 2 with the Oculus before i die, i do intend on buying the retail release.
If i can find someone gulliable enough who buys the omni i'll give it a go with HL2
[QUOTE=MxOAgentJohnson;43502279]Genuinely want to do an entire playthrough of Half Life 2 with the Oculus before i die, i do intend on buying the retail release.
If i can find someone gulliable enough who buys the omni i'll give it a go with HL2[/QUOTE]
have you seen the omni's newer version which ditches the kinect for a full capacitive touch base thing? a lot more accurate and less laggy
I fully intend to buy an Omni if I ever get a Rift.
[QUOTE=woolio1;43503042]I fully intend to buy an Omni if I ever get a Rift.[/QUOTE]
I would love to have one as an excuse to exercise and game at the same time
who knows how well you can actually run on the damn thing though.
Omni + rift + hydra, gotta be close to an immersive enough experience
It occurred to me the other day that the Rift will be a huge boon for architectural visualization, especially for architecture and design firms. With current visualization software, you don't really get the same sense of scale you would if you were there in person, or in the Rift.
Imagine, if you will, going to an architect's website in the future. Imagine that he's got an interactive visualizer program on his website, something which allows you to view house designs in the Rift. With the Omni, you could even physically "walk" through the house, getting an idea of how it flows, etc.
I honestly think the Rift has potential far beyond gaming. I just hope somebody else capitalizes on that.
[QUOTE=KorJax;43500458]Not really true. In Engadget interviews at CES they say their price target is between $250-$400, because they want to try and make this consumer level. There is a possibility that all this high tech cutting edge gadgetry they stuff in each Rift will push the price above that by the time they finally move onto the final consumer design (I'm thinking we will be lucky to hear anything serious about what it is exactly and the price of it this year).
I definatly think that this won't be over $1k like most (shitty) HMD's are. But at this point it seems extremely likely that the price won't be $300 or under, unless they sell at a loss and find some other way to make money.[/QUOTE]
I guess it'll depend on what they add. The IR camera probably didn't come cheap.
[QUOTE=woolio1;43504307]It occurred to me the other day that the Rift will be a huge boon for architectural visualization, especially for architecture and design firms. With current visualization software, you don't really get the same sense of scale you would if you were there in person, or in the Rift.
Imagine, if you will, going to an architect's website in the future. Imagine that he's got an interactive visualizer program on his website, something which allows you to view house designs in the Rift. With the Omni, you could even physically "walk" through the house, getting an idea of how it flows, etc.
I honestly think the Rift has potential far beyond gaming. I just hope somebody else capitalizes on that.[/QUOTE]
People are way ahead of you. Remember reading almost a year ago about architectural firms that have a Rift ready for every client that comes over for a virtual tour of their future house.
[QUOTE=Clavus;43504658]I guess it'll depend on what they add. The IR camera probably didn't come cheap.
People are way ahead of you. Remember reading almost a year ago about architectural firms that have a Rift ready for every client that comes over for a virtual tour of their future house.[/QUOTE]
So... The future is last year?
Also, IR cameras are actually pretty cheap. I cobbled together one from a PS Eye and a floppy diskette a few years ago, and you can buy them for about the same price as a normal camera. The only difference is that they've got a visible light-blocking filter.
A couple of interesting infoes from this interview:
[url]http://www.youtube.com/watch?v=3Gs8iy6AdD8[/url]
-They will be at E3 2014 and have "stuff up their sleeves" that they can't wait to show off.
-Crystal Cove's screen panel is not 60hz, the low persistence tech doesn't work on that. They can't go into details, but it's running "much higher", so most likely a 120hz panel.
[QUOTE=Orkel;43504892]A couple of interesting infoes from this interview:
[url]http://www.youtube.com/watch?v=3Gs8iy6AdD8[/url]
-They will be at E3 2014 and have "stuff up their sleeves" that they can't wait to show off.
-Crystal Cove's screen panel is not 60hz, the low persistence tech doesn't work on that. They can't go into details, but it's running "much higher", so most likely a 120hz panel.[/QUOTE]
Forgive me for my lack of knowledge on vertical sync, but doesn't that mean you need 120fps to match the refresh rate of a 120hz monitor then?
[QUOTE=ZestyLemons;43505335]Forgive me for my lack of knowledge on vertical sync, but doesn't that mean you need 120fps to match the refresh rate of a 120hz monitor then?[/QUOTE]
Well they talked how those outdated frames are just black so maybe they use higher refresh rate display so frames stay on for shorter period of time (would be 8ms instead of 16) and you still feed it at 60 Hz but the panel is fast enough to switch to black in between.
Just my thoughts.
[QUOTE=ZestyLemons;43505335]Forgive me for my lack of knowledge on vertical sync, but doesn't that mean you need 120fps to match the refresh rate of a 120hz monitor then?[/QUOTE]
Yeah but with modern computers that's not a problem.
Alternatively, you could just run it at 60Hz. It won't be a problem at all since 120 is exactly twice as much as 60. (You shouldn't get any tearing problems)
[QUOTE=paul simon;43498974]Why would a PS4 not handle it? What sort of sense does that make?[/QUOTE]
I am saying that because Oculus said several times that consoles are not powerful enough for the Rift to work properly, so they are focusing mainly on the PC.
Doesnt it need to run at 120hz though, just like nVidias 3D tech as it's rendering the image twice?
[QUOTE=MxOAgentJohnson;43509322]Doesnt it need to run at 120hz though, just like nVidias 3D tech as it's rendering the image twice?[/QUOTE]
Not at all. With traditional 3D solutions, each frame is sent to a specific eye, so that you get 60hz per eye. Then shutters on the glasses turn on and off in sync with the monitor. With the Oculus Rift, both sides of the screen are used to send each eye information simultaneously, so that each independent frame goes to both eyes.
[QUOTE=SGTNAPALM;43509668]Not at all. With traditional 3D solutions, each frame is sent to a specific eye, so that you get 60hz per eye. Then shutters on the glasses turn on and off in sync with the monitor. With the Oculus Rift, both sides of the screen are used to send each eye information simultaneously, so that each independent frame goes to both eyes.[/QUOTE]
Oh i see. Awesome!
I'm not too knowledgable in this field, all i know is my BenQ is 120hz for anythnig like that.
It's too bad they can't implement an equivalent to G-SYNC
[QUOTE=DeEz;43509757]It's too bad they can't implement an equivalent to G-SYNC[/QUOTE]
Who says they can't, what with AMD's FreeSync?
Though the display might need to be 120hz for low persistence. Lowering it might ruin the effect.
[QUOTE=SGTNAPALM;43509828]Who says they can't, what with AMD's FreeSync?
Though the display might need to be 120hz for low persistence. Lowering it might ruin the effect.[/QUOTE]
[URL=http://gearnuke.com/carmack-nvidia-g-sync-not-compatible-with-oculus-rift/]Carmack[/URL]
Won't be until far into the future
[QUOTE=DeEz;43509853][URL=http://gearnuke.com/carmack-nvidia-g-sync-not-compatible-with-oculus-rift/]Carmack[/URL]
Won't be until far into the future[/QUOTE]
This was before FreeSync, though, which uses existing technology.
[QUOTE=SGTNAPALM;43509934]This was before FreeSync, though, which uses existing technology.[/QUOTE]
I haven't found much info on exactly how their solution works, but what with the criticism it's taking it leads me to believe that there's a catch.
In any case, I wouldn't hold your breath for a G-SYNC equivalent for the 2014 consumer version, since FreeSync isn't available yet.
[QUOTE=Orkel;43504892]A couple of interesting infoes from this interview:
[URL]http://www.youtube.com/watch?v=3Gs8iy6AdD8[/URL]
-[B]They will be at E3 2014 and have "stuff up their sleeves" that they can't wait to show off.[/B]
-Crystal Cove's screen panel is not 60hz, the low persistence tech doesn't work on that. They can't go into details, but it's running "much higher", so most likely a 120hz panel.[/QUOTE]
That's in June. How long can Oculus just sit on this product and not get any closer to release? They need to finalize features and get dev kit 2 out so that developers can have time with it before retail release
[QUOTE=thrawn2787;43510146]That's in June. How long can Oculus just sit on this product and not get any closer to release? They need to finalize features and get dev kit 2 out so that developers can have time with it before retail release[/QUOTE]
Well we already knew that having it before Q3 2014 was a long shot. It will probably be here in time for the 2014 Christmas season.
[QUOTE=SGTNAPALM;43510325]Well we already knew that having it before Q3 2014 was a long shot. It will probably be here in time for the 2014 Christmas season.[/QUOTE]
I'm more talking about the release of devkit 2, not retail. Again, there needs to be a large amount of time between the two and Oculus does have limited funding.
Is probably late, but [url]http://techcrunch.com/2014/01/09/oculus-vr-crystal-cove/[/url] at 02:20 shows some ingame menu which shows that it runs at 70~ fps.
Sorry, you need to Log In to post a reply to this thread.