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Oculus Rift available for preorder for $599.99, shipping in March

How much different is the oculus going to be though from ps vr? That's what I'm saying and as far as selling for a loss this isn't 2006.

In terms of just pure hardware, it has two custom 1080x1200 OLED screens vs PSVR's single 1080p screen. Everything else would be speculation on the quality of the lenses, audio, general fit and finish, IPD adjustment etc. All of those parts have a range of prices and qualities (see the different between DK2 and CV1), but we don't have enough info to compare each part between headsets right now other than to say Oculus seems to be going for very high quality components.
 

XiaNaphryz

LATIN, MATRIPEDICABUS, DO YOU SPEAK IT
How much different is the oculus going to be though from ps vr? That's what I'm saying and as far as selling for a loss this isn't 2006.

Just going with one display panel should already make things cheaper for Sony than the double display approach that Oculus is going with. It's not known whether PSVR will have any audio component either, which would also be a good place to save on costs.
 

DieH@rd

Banned
Just going with one display panel should already make things cheaper for Sony than the double display approach that Oculus is going with. It's not known whether PSVR will have any audio component either, which would also be a good place to save on costs.

PSVR will not have built in audio, but 3.5mm audio jack will be there.

I have my preorder in for the Rift but I want someone to sell me on it. Should I stick with the Rift or go for the Vive?

You can always wait. If you want someone to sell you on it, you need to find someone who tried them both.
https://www.youtube.com/watch?v=Otz5rAUOaqk

You can also look at the software lineup, or whether or not you actually have a good space for room scale VR.
 
Just going with one display panel should already make things cheaper for Sony than the double display approach that Oculus is going with. It's not known whether PSVR will have any audio component either, which would also be a good place to save on costs.

They talked a lot about the importance of audio when the unit first debuted. Sound is definitely something they aren't forgetting about, even if they aren't supplying audio drivers with the headset. Just something I want to relay.
 
I have my preorder in for the Rift but I want someone to sell me on it. Should I stick with the Rift or go for the Vive?

Do you have to capability/desire to walk around your room? If so, perhaps wait for Vive. Oculus can do it too, but that's Vive's strong suit. If you just want to sit in VR or stand and take a couple of steps, then keep your pre-order. I mean obviously the sensible thing to do would be to wait til both are released and read reviews, but wheres the fun in that? :p
 

jahepi

Member
For the moment i can not afford to buy the Rift, so i just bought the google cardboard to experience VR for the first time and it has been great, i can not imagine how it would be with a robust solution such as Oculus or Vive, better inmersion.
 
For the moment i can not afford to buy the Rift, so i just bought the google cardboard to experience VR for the first time and it has been great, i can not imagine how it would be with a robust solution such as Oculus or Vive, better inmersion.

Man, if you liked Google Cardboard the Rift is going to blow your mind. Cardboard is sub-toy quality VR.
 
In terms of just pure hardware, it has two custom 1080x1200 OLED screens vs PSVR's single 1080p screen. Everything else would be speculation on the quality of the lenses, audio, general fit and finish, IPD adjustment etc. All of those parts have a range of prices and qualities (see the different between DK2 and CV1), but we don't have enough info to compare each part between headsets right now other than to say Oculus seems to be going for very high quality components.

The PlayStation VR uses a 1920x1080 pixel, 5.7-inch OLED display, giving the equivalent of 960x1080 pixels per eye and a quoted 100 degree field of vision. The maximum refresh rate supported is 120fps.

It's not that much different than PS VR spec wise . Will be interesting to see how this pans out. The fill rate of each will make the difference.
 

ToD_

Member
The only VR I have tried before is the Google Cardboard. It's neat that it works as well as it does (for what it is), but there's little immersion.

It probably doesn't help that we used it as a picture viewer once, and the other time was my friend showing me the game he developed. It ran at about 30FPS and it looked pretty bad in terms of image quality.

I have high hopes for the Rift.
 
Nobody knows how many copies they intended to produce per month, so "June" doesn't mean anything in terms of success. We don't know how many are preordered for scalping either.
Also it seems to have stabilized at June for the last two days, so the first wave of excitement is probably over.

I think it's safe to assume that any product that has a 2 month waiting list two days after pre-orders opened, is probably doing well from a sales pov.
 
How much different is the oculus going to be though from ps vr? That's what I'm saying and as far as selling for a loss this isn't 2006.
As others have said, PSVR has a rather lower resolution, the PS4 powering it is quite a bit less powerful than the minimum system Oculus requires so graphics will be worse, many PSVR games will use 60fps. It supports 90 and 120hz but the system just isn't powerful enough to do anything but basic graphics at higher than 60fps, as can be seen with how many non-VR PS4 games can't maintain 60fps. Console gamers are used to their games looking worse than PC games, so it's not a bad thing. It's going to be a great entry-level VR.

I dunno what you're saying with "this isn't 2006", Sony sold PS4 for a loss at launch, it's still something they do.
 

Crypt

Member
I suggest people who want to know more about that tear down image and how the Oculus was put together should watch this talk. It goes into quite a bit of detail on the subject. They estimate about 200-300 individual parts. Here's the mechanism for just the IPD adjustment alone:

D4N9QXx.jpg

That was a fun watch, but man they really kept beating us over the head with, "HARDWARE is hard, you software engineers. You guys have it easy because software is instant. We had to fit stuff together because it's hardware. You don't even know dude."

I wonder what the straps are made out of. My head is shaved, and I'm worried if it will irritate me. The DK2 felt fine fabric wise on me, but it was incredibly tight on my big fat head.
 
I think it's safe to assume that any product that has a 2 month waiting list two days after pre-orders opened, is probably doing well from a sales pov.

Certainly it indicates that sales have exceeded at least their conservative projections, which implies they won't be retreating from the market any time soon.
 

KHarvey16

Member
That was a fun watch, but man they really kept beating us over the head with, "HARDWARE is hard, you software engineers. You guys have it easy because software is instant. We had to fit stuff together because it's hardware. You don't even know dude."

I wonder what the straps are made out of. My head is shaved, and I'm worried if it will irritate me. The DK2 felt fine fabric wise on me, but it was incredibly tight on my big fat head.

It's what hardware engineers have to do. We get bitter about having to walk dejectedly into the SW cubes and ask you to fix our design error with a software patch.
 
As others have said, PSVR has a rather lower resolution, the PS4 powering it is quite a bit less powerful than the minimum system Oculus requires so graphics will be worse, many PSVR games will use 60fps. It supports 90 and 120hz but the system just isn't powerful enough to do anything but basic graphics at higher than 60fps, as can be seen with how many non-VR PS4 games can't maintain 60fps. Console gamers are used to their games looking worse than PC games, so it's not a bad thing. It's going to be a great entry-level VR.

I dunno what you're saying with "this isn't 2006", Sony sold PS4 for a loss at launch, it's still something they do.

"According to Eurogamer, Ito said that after a gamer buys a PlayStation 4 for $399, as long as they buy a new game from the device maker and open a PlayStation Plus account, Sony will be able to generate a slight profit on that person."

As far as more pixels go we are talking 20% more on oculus. Again fill rate will make the difference.
 
"According to Eurogamer, Ito said that after a gamer buys a PlayStation 4 for $399, as long as they buy a new game from the device maker and open a PlayStation Plus account, Sony will be able to generate a slight profit on that person."
Exactly, so it was sold at a loss, sounds like that loss was about $100 (the profit Sony would gain from selling a first-party game and PS+).
 
"According to Eurogamer, Ito said that after a gamer buys a PlayStation 4 for $399, as long as they buy a new game from the device maker and open a PlayStation Plus account, Sony will be able to generate a slight profit on that person."

As far as more pixels go we are talking 20% more on oculus. Again fill rate will make the difference.

There is also the existence of a screen per eye with Oculus and the impact that has on optics.
 

Crypt

Member
It's what hardware engineers have to do. We get bitter about having to walk dejectedly into the SW cubes and ask you to fix our design error with a software patch.

Oh I know. My main job is software engineering, but I also help with CAD and hardware design for scientific instruments, and I know how annoying it is to constantly have to reiterate over a bunch of different prototypes and retool stuff when the factory can't meet the specs you have.

Just felt like they were expressing this point so much that it was a weird attack/defense type of thing towards the audience.
 
The money Sony gets from a sold game is ~$10, not the full retail price.

The quote said "a new game from the device maker ", so it's talking about a first-party game, a game Sony themselves made. Sony of course gets full profits from that, minus any retail percentage (so I was thinking around $50).
 
The money Sony gets from a sold game is ~$10, not the full retail price.

First party game profit has to be more than $10 per game. 3rd parties would make virtually no profit if that were true considering the license fee.

The quote said "a new game from the device maker ", so it's talking about a first-party game, a game Sony themselves made. Sony of course gets full profits from that, minus any retail percentage (so I was thinking around $50).

I doubt it's anywhere near $50 either.
 

mrklaw

MrArseFace
How much different is the oculus going to be though from ps vr? That's what I'm saying and as far as selling for a loss this isn't 2006.

The headset might not be that different - lower res panel and only one panel instead of two, so adjusting IPD might not be possible on PSVR, or it'll be done in software.

But ultimately one will connect to a PS4 and one to a PC. That will define your experiences more than the headsets I think. Have a stinking powerful PC? VR games will look great compared to PSVR, just like normal PC games would look great compared to PS4 games. If you have a lower end PC they'll look less good,just like with normal games.

I'd expect the non-gaming experiences (360 cinema etc) to be pretty on par between PC and PSVR, and they'll work nicely on PCs lower than oculus' recommended GTX970 - they already work nicely on gear VR.

Then throw in the usual curveball of exclusive titles. Sony looks to have a few interesting first party things going on with rigs, Driveclub VR, dreams, Gran Turismo etc. Plus DoA, Ace Combat, Tekken. They might still come to PC though,but let's see.

Basically it's just PC vs console but with a headset - any of the reasons you'd go with PC gaming over console are the same with VR
 
What? Do you think each game and plus sell for pure profit?

My entire point was the PS4 was sold for a loss. You need to buy additional things to make it sold for a profit. Sony has a history of selling big things for a loss and later making up the profits from game sales, so there's a very good chance they will do so with the PSVR as well. Plus the experience won't match up with the higher end PC/Rift/Vive experience. So saying a $400 PSVR price would show that Oculus Rift is overpriced, and get them to lower their price, isn't a very good way of thinking.
 
Seeing this device with the headphones attached, reminds me of the days of VCR/TV combos and how that was just a bad deal for repairs if one breaks. What do you do if one of the speakers get damaged? or gets wet from a spill or something? are they replaceable?
 
I'm very nearsighted and I wear glasses. I hope the included lens are good enough but worse case scenario, I'll get disposable contacts for VR ha ha.
 

Kanhir

Member
I've heard/read that the Rift CV1's headphones are actually pretty high quality.

They're pretty good, yeah. I was quite suspicious about them when I tried it out, given that they sit by your ears, not in your ears (i.e. the people around you will hear the porn you're trying to secretly watch). But the quality was astonishingly good and very immersive.
 
I have several very nice pairs of headphones including He-560s so I will probably remove them right away. Still, might be nice if I'm showing the kit off to other people. Putting my giant headphones and the Rift on might be a bit much for some :p
 
I like my high-quality headphones quite a bit, but I have them for music listening. I think I'll keep the default ones on there for convenience, and they certainly seem to be emphasizing their quality anyway.
 

Arucardo

Member
I have several very nice pairs of headphones including He-560s so I will probably remove them right away. Still, might be nice if I'm showing the kit off to other people. Putting my giant headphones and the Rift on might be a bit much for some :p

I'll probably use my modded 555's too, so comfy.
 
The quote said "a new game from the device maker ", so it's talking about a first-party game, a game Sony themselves made. Sony of course gets full profits from that, minus any retail percentage (so I was thinking around $50).

That's not how profit works. You vastly underestimate the cost of retail.
 
The quote said "a new game from the device maker ", so it's talking about a first-party game, a game Sony themselves made. Sony of course gets full profits from that, minus any retail percentage (so I was thinking around $50).

That's only $30-40, profits depending on total units sold and revenue, of course.
 
It's looking more and more like the Rift is selling more than they expected, perhaps MUCH more.

http://vrfocus.com/archives/27649/o...-rifts-it-has-made-and-will-make-until-march/
“We’ve been building stock up for a long time,” he explained. “Back in September we showed a picture of the first Rift to come off the assembly line and we’ve been working on manufacturing ever since. But we sold all of the units we’ve made so far and will make until our March 28th release date really, really fast. I can’t talk about it for financial reasons and disclosure and stuff but I’m super stoked.”
 
march 28th is my birthday.it's wierd how I take things like that as a sign I should buy something I am interested in. The price put me off tho. It was just too high in pounds
 

Dineren

Banned
I'm glad to hear it's doing well so far, I can't wait until they start shipping.

I posted this in another thread, but I'll try again here:

For those who have messed around with more recent headsets, is text pretty legible when using them? For all the issues it had, my main problem with the DK1 was the fact that it could be impossible to read some text in-game. I assume the resolution increase would help significantly, but I had heard there were still issues on the DK2.
 

dLMN8R

Member
I wonder if Facebook will say anything during their next quarterly earnings call. The one that'll happen for this quarter in ~3 months, not in the next couple weeks for last quarter.
 

mrklaw

MrArseFace
I'll probably use my modded 555's too, so comfy.

How do you get comfy 555s? Mine sound great but they're like a vice on my head.

Also, consider that games may be tuned for the headphones on the rift. If they're going for binaural stuff using an oculus sdk that might not be as effective e using your own headphones. I'm probably overthinking it though :p
 

mrklaw

MrArseFace
It's looking more and more like the Rift is selling more than they expected, perhaps MUCH more.

http://vrfocus.com/archives/27649/o...-rifts-it-has-made-and-will-make-until-march/

This could be good news. Or, they could have had low estimates for initial sales, and a slow production capacity. That could mean they didn't have huge stockpiles even starting from September. they could run out and even with relatively modest additional demand they may struggle to catch up.

Hope not though.
 

Ovek

7Member7
This could be good news. Or, they could have had low estimates for initial sales, and a slow production capacity. That could mean they didn't have huge stockpiles even starting from September. they could run out and even with relatively modest additional demand they may struggle to catch up.

Hope not though.

I sure I have read somewhere that the total they make per day is surprisingly low, but that might have been about the second dev kit.
 
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