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[oculusvr] Oculus Rift Development Kit 2 Announced - Page 16

post #151 of 248
Stumbled upon an article that does not look like its deserving its own thread but seems like fitting in here just fine: http://www.polygon.com/2014/3/24/5542272/the-oculus-rift-will-control-the-future-of-vr-and-thats-just-fine-by - some talk about expected Occulus launch price and Sony's VR stuff also.
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post #152 of 248
Quote:
Originally Posted by Carniflex View Post

Stumbled upon an article that does not look like its deserving its own thread but seems like fitting in here just fine: http://www.polygon.com/2014/3/24/5542272/the-oculus-rift-will-control-the-future-of-vr-and-thats-just-fine-by - some talk about expected Occulus launch price and Sony's VR stuff also.

Good read. But most of us already knew the price would be below $400. That sort of guess is hardly even a guess in my eyes as both DK1 and DK2 both sold for far less. Dev kits have always tended to be priced higher than official release products. He does however bring up good points that anything over $200 gets harder to sell. That much is true, look how many gamers run sub $200 headsets, keyboards, and mice?

If I had to guess a price point I'd start at $250. DK1 showed it was possible if you didn't have the tester/camera and DK2 adds both those into the kit. Tester $100 + Camera $50 = $350. So remove the tester and we've got a fairly close price point. My hope is they are able to streamline the production process quickly, and be able to aquire enough screens/sensors at a reasonable price that they can offer a consumer version for $200. If they can manage that, I believe it will vastly open the market up.

I do think they need to be careful though about pricing. If they mark it up to much they will lose the hype buyers, if they price to low they may not have enough supply and that will also back fire (See R9 situation). If I was in their shoes I'd aim for the perfect middle ground for intitial release. Shoot for the $250 mark. However I'd right away start working on a upgraded model that they can sell for more solid profit a year down the road. Use first release as a market base and build from there.
post #153 of 248

$250 seems low. The latency tester originally cost $100 for DK1 but I wouldn't be surprised if DK2's tester is cheaper.

 

I think $300 is more likely since they do have a lot of money invested in them and they need CV1 to be the one that makes the dough, and $300 is still okay-ish.

 

Personally I'm semi-realistically hoping for $350 1440p, or $275/$300 1080p.

 

A list of features I'd like in a VR headset (not already in DK2):

4K

120Hz capable

Vblank

Eye-tracking and foveated rendering

Another camera for full 360degree tracking.

Wireless would be nice, but I highly doubt the lag could be brought down to anywhere close to wireless levels.

post #154 of 248
Quote:
Originally Posted by Moragg View Post

$250 seems low. The latency tester originally cost $100 for DK1 but I wouldn't be surprised if DK2's tester is cheaper.

I think $300 is more likely since they do have a lot of money invested in them and they need CV1 to be the one that makes the dough, and $300 is still okay-ish.

Personally I'm semi-realistically hoping for $350 1440p, or $275/$300 1080p.

A list of features I'd like in a VR headset (not already in DK2):
4K
120Hz capable
Vblank
Eye-tracking and foveated rendering
Another camera for full 360degree tracking.
Wireless would be nice, but I highly doubt the lag could be brought down to anywhere close to wireless levels.

What's up with the 4k requests recently? How many people can normally push 4k with over 60fps without any dips? I'd even be worried with two MSI R9 290 GAMING's.

As for $350, you gotta think of it in terms of adaption rate. If you price it outside of the average gamers budget you won't make alot of money either. You also need to sell enough kits to prove it's worth creating games for it/support it. The investment firms are perfectly fine with a slow and steady approach.

This is very tricky grounds, gamers have a stigma against VR already. Considering a large portion remember the terrible attempts before. The goal should be like any other startup. Sell a large amount of products first, then aim for profit. Because if you can build a following, create a market, and have nearly total control of that market there is no reason to rush.

$350 won't sell. Those from OCN and such who have $500 + GPU's $200+ Mobo's $300 headsets tri $250+ 120hrz screens will buy it anyways simply because we love the latest and greatest. But the majority of gamers are running systems that maybe total $800-$1100, with a standard 60hrz monitor that cost them less than $100. They will not buy a OR.
post #155 of 248
Quote:
Originally Posted by Moragg View Post

Also, just think how many polished VR experiences there will be once the consumer version finally debuts. One of my favourites is Sightline which I will give some shameless advertising as they started their crowdfunding campaign and looks awesome.

DK2 just doesn't seem worth it unless you have money to spare, otherwise it's better off getting better computers/VR peripherals for when CV1 comes out, and you want be hitting 85fps+
Looks awesome! Just contributed with the early bird special, not too many spots left.
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post #156 of 248
Quote:
Originally Posted by Kazumi View Post

What's up with the 4k requests recently? How many people can normally push 4k with over 60fps without any dips? I'd even be worried with two MSI R9 290 GAMING's.
As for $350, you gotta think of it in terms of adaption rate. If you price it outside of the average gamers budget you won't make alot of money either. You also need to sell enough kits to prove it's worth creating games for it/support it. The investment firms are perfectly fine with a slow and steady approach.
This is very tricky grounds, gamers have a stigma against VR already. Considering a large portion remember the terrible attempts before. The goal should be like any other startup. Sell a large amount of products first, then aim for profit. Because if you can build a following, create a market, and have nearly total control of that market there is no reason to rush.
$350 won't sell. Those from OCN and such who have $500 + GPU's $200+ Mobo's $300 headsets tri $250+ 120hrz screens will buy it anyways simply because we love the latest and greatest. But the majority of gamers are running systems that maybe total $800-$1100, with a standard 60hrz monitor that cost them less than $100. They will not buy a OR.

Anyone with 7870 or better GFX card can do 4K @ consisent 60 Hz even in modern games. You will just have to pick your settings smart way optimizing for frame rate over effects that have small visual impact. I had no problems achieving that with AMD 1055T + 7870 at 10 megapixels not to mention with i7-3820 with the same card or with 7950. The latter just allows me to get away with a notch or two higher settings and go wild sometimes with some effects that would be tight fit with 2 GB of vRAM.

Price wise I believe 350$/EUR to be "fair" price, however, the previously mentioned ~200$ would make it a lot more popular platform probably. Idea mentioned couple posts earlier for cheaper 1080p model in ~250$ range and more "premium" model at ~350$ with some higher resolution a, say 1440p seems also realistic possibility. For this thing to get off the ground properly they would probably aim to sell as many units as they can to make it more attractive to develop games specifically for Occulus. The aim should be to sell millions of these, not a hundred thousand or so. At 1080p and ~250$ you would be going up again 1080p displays with lightboost / G-Sync/ etc, but you would have the advantage of being "oled" and also being fancy new toy. At ~350$ you would be going up against 27'' Koreans at 1440p and potentially ~120 Hz if you are lucky with overclocking model.

I personally would probably be able to scrape togehrter perhaps ~350 EUR for 1440p model. If it would be a 4K model I could probably scrape together up to ~500 EUR but it would be already pretty straining for my budget. But I could see a "elite" 4K model indeed selling in limited numbers at ~500 EUR/$ mark. So who knows, ~250 for 1080p model, ~350 for 1440p model and ~500 for 4K perhaps? It sound realistic for me but I do not expect them to be able to put out 4K model this year unless they opt to feed it with 2 cables using 2 TCon's for achieving more than 60 Hz at that resolution. [Edit] ofc that might not make a lot of sense as AMD went retarded with their last gen cards having only a single displayport in their reference design.
Edited by Carniflex - 3/25/14 at 8:51am
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post #157 of 248
Guys I wonder one thing.

Do games need to be a FPS type of game to be supported via Oculus Rift? I mean can games like GTA, Tomb Raider be played with an Oculus Rift as well? Not to a full extent of course but still it could be better than stereoscopic 3D.
post #158 of 248
Quote:
Originally Posted by iARDAs View Post

Guys I wonder one thing.

Do games need to be a FPS type of game to be supported via Oculus Rift? I mean can games like GTA, Tomb Raider be played with an Oculus Rift as well? Not to a full extent of course but still it could be better than stereoscopic 3D.

Although I can see FPS, and especially cockpit based, games doing very well with the OR, they did demo an RTS game with the OR.

I think 3rd person / over the shoulder type games like TR and GTA might be a little weird, but not impossible.
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post #159 of 248
Quote:
Originally Posted by Carniflex View Post

Anyone with 7870 or better GFX card can do 4K @ consisent 60 Hz even in modern games. You will just have to pick your settings smart way optimizing for frame rate over effects that have small visual impact. I had no problems achieving that with AMD 1055T + 7870 at 10 megapixels not to mention with i7-3820 with the same card or with 7950. The latter just allows me to get away with a notch or two higher settings and go wild sometimes with some effects that would be tight fit with 2 GB of vRAM.

OK. "Any game" is a bit stretch. I just did a quick bench run in Crysis 1, Crysis 2 and Metro 2033. It's atm more like 40 fps average, 30 fps min in DX 11 low/medium at 10 megapixels and 7950 at 1100 Core 1350 mem. My CPU is atm at 100% though (two floating point heavy simulations running in the background with 4 threads per simulation which I cant pause atm which have still 4-5h to go) I will try to remember to do a proper run once the CPU is free of the extra load. I have a memory of being able to get these to ~60 fps with overclocked 7870 though. Can't put atm the 5 display eyefinity behind the 7870 or 6770 though as I have 3 of my displapyport cables at work so will have to do with just the 7950 atm.
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post #160 of 248
Quote:
Originally Posted by GingerJohn View Post

Although I can see FPS, and especially cockpit based, games doing very well with the OR, they did demo an RTS game with the OR.

I think 3rd person / over the shoulder type games like TR and GTA might be a little weird, but not impossible.

I hope all types of games work and this VR trend becomes what I would have hoped 3D Stereoscopic experience to be but never did...

But who knows, even if a 3rd person over the sholder game can work with the RIFT, it might be a terrible experience too.
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