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I'd imagine this is because of the lack software that would be ready by late this year. VR is uncharted territory for most developers, I'd wager that devs are taking their time to ensure their first VR outing isn't a misfire.
how long it has been in development? Valve will eat their lunch and dinner.
Valve and Sony to dominate this market.
I think Valve were anticipating a 2015 Rift release and they were trying to rush to match it. Pretty sure Vive ain't making this year.
Yeah, I mean I doubt Valve is gonna have enough of a marketing push to box out Oculus at this stage. They're not going to become the Kleenex of VR and if they do, it's not going to be any time soon and it's not because they get out the gate first. I'm sure that if they think Oculus gets delayed until next year then they're going to take their time.
how long it has been in development? Valve will eat their lunch and dinner.
Oculus has done close to zero marketing to the public. Anyway, I think with HTC backing it we will see a decent marketing push.
People are forgetting that shortages of compatible software this early is a thing. Oculus has Eve: Valkryie on taps and who knows what else. Valve hasn't even released dk's to the public yet. Not to say many of the games won't be multiplatform (if that's what you call it), but utilizing Vive's unique attributes will take time.
I personally think that if Valve comes first it will be more about pre-existing games being adapted to VR, which is awesome, but a different experience. That's why I don't think Valve has as much of a lead as people think.
Unless E3 turns into a VR software blowout I think people need to temper their expectations hugely. There is still as far as I'm aware not a single game announced from a known dev that is a VR only project built from the ground up to take advantage of the hardware.
I'm as excited as anyone for VR but it looks like we still have a long way to go
Don't get me wrong, I think HTC/Valve will have a more than reasonable marketing campaign to be a success, I just don't think they'll have the kind of horsepower to totally overwhelm the competition by getting to the market first, establishing their dominance, and boxing out competitors. It doesn't all come down to marketing, of course(hardware, software), but it'll be very important for such a new type of product. I definitely think that Facebook's warchest will allow them to have a marketing push magnitudes greater than HTC/Valve, but that's pure uncut speculation on my part.
Isnt that game by Adam "why would I want to live there" Orth build up for VR from the ground up?
I feel like Oculus is also waiting on beefier GPUs to hit the market before rolling out a device that requires 1440p at 90Hz.
I don't think too many people will be in the position to have the best possible experience with what's currently available. And that also brings about the question- how do you market a product that requires such a substantial investment before using it?
I'm curious to see how the masses will respond to the Rift in that sense.
I feel like Oculus is also waiting on beefier GPUs to hit the market before rolling out a device that requires 1440p at 90Hz.
I don't think too many people will be in the position to have the best possible experience with what's currently available. And that also brings about the question- how do you market a product that requires such a substantial investment before using it?
I'm curious to see how the masses will respond to the Rift in that sense.
As an owner of a DK2 that was insanely hyped... I haven't touched mine in about 3 months. Thinking about selling it. The hype for the device just totally went away. There's not been any new great demo's released.. the news from oculus has all but ceased... and I just don't see consumer grade graphics hardware being able to push a dual 1440p screen @ 90fps anytime soon which is what will be needed to really immerse someone.
Not to mention the set up of the device. It takes 20-30 minutes everytime I want to show it to anyone due to the multi monitor setup... and all the BS. Not to mention then I have to make sure vsync is perfect in every application otherwise you get jitter or tearing which causes extreme VR sickness...
I think it will take a developer like valve to really nail this with something integrated into steam... but I don't think it will happen this year. The tech is definitely here to stay... but it needs to stay in the womb a bit longer.
Looking back at the old thread from twitter is funny. The quote was something like "year three...we're three years old". Very strange that that tweet caused people to think the consumer version was confirmed for 2015.
Anyway, I still think Sony is way ahead of the game. Their head set looks near final and it's just a matter of having enough content at launch and post launch (just like launching a game console). Sony has much experience here, in both creating consumer hardware and launching video game hardware.
2015 Consumer VR just got real expensive.![]()
They only need one game.Valve is just now taking signups for developer kits. How do they expect to have a worthwile catalogue of polished, non-tech-demo, non-early access, non-alpha games ready for November?
This is my exact same experience. My DK2 has been in the closet for over 3 months now. I completely lost interest in it. The thought of having to dick around with settings again for each and every single demo and still deal with judder and other issues is just too daunting to be worthwhile. I dread it. And yeah, I understand it was made for developers and it's not meant to represent a final product and all that. Just iterating my experience.
Developers just add support for it in already developing VR games.Valve is just now taking signups for developer kits. How do they expect to have a worthwile catalogue of polished, non-tech-demo, non-early access, non-alpha games ready for November?
It's quite possible Sony's curated and controlled approach to VR might be the right way to go (at least, at first) in terms of market saturation. That is to say, since it's fixed hardware it'll essentially be 'plug and play', something PCs might not be able to promise. I'm sure with a properly calibrated PC you'd get a better experience (PCs potentially being far more powerful, obviously) but at the end of the day most people just want plug and play.
I spent 2 hours today getting a Steam game running. When I was younger, and didn't have kids, I'd spend that optimizing everything. Now? I just want it to work. I don't want to fiddle or google or anything. So even though my PC can probably drive VR, I'll go Morpheus if the price makes sense (it probably won't, since I don't have much time to game nowadays).
Developers just add support for it in already developing VR games.