Oculus Rift will be expensive because of new technology that was not in DK2
35 replies, posted
[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]
But at least with the audio they have a level of consistency that they can get something out of. They know the exact frequency response of the headphones every single person shares.
The Xbox controller (unless i am missing something here), is comparable to any other XInput controller.
[QUOTE=Cold;48821155]But at least with the audio they have a level of consistency that they can get something out of. They know the exact frequency response of the headphones every single person shares.
The Xbox controller (unless i am missing something here), is comparable to any other XInput controller.[/QUOTE]
Xbox controllers work, out of the box, with any Windows PC. That's why it's included. Convenience.
[QUOTE=Jammymanrock;48820850][video=youtube;CV-eHwWxLmI]https://www.youtube.com/watch?v=CV-eHwWxLmI[/video][/QUOTE]
is that CV1 though?
Well the DK2 doesn't have any headphones whatsoever.
Not sure if it's a prototype or not but I'm pretty sure I saw it on the list for 'things that'll be in CV1'.
[QUOTE=EliteGuy;48821258]is that CV1 though?[/QUOTE]
Yes. CV1 has built in headphones that can be removed to use your own cans. They're there so the developers can be 100% sure that everyone with a Rift, also has headphones.
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