Palmer Luckey Explains Why the Oculus Rift Will Cost “More than $350”

The issue for me is the inclusion of the Xbox controller and headset/mic. I already have a Turtlebeach headset and use an X52-Pro with my DK2, so these additions are pointless for me.

Pity Oculus won't be selling a version without them. Or will they? (genuine question).

Same here, I don't want a load of rubbish bundled with the CV1.
 
Actually the xbox controller cost in the bundle must be really minimal. Build cost is probably 15USD or lower. And I doubt Microsoft is charging a premium at this point. Its in their interest to have
a really good relation with Oculus. So if they peddle away a few million extra controllers at cost cant be a big deal for them.

The integrated headphones and mic is a great addon. To have devs work towards one positonal audio target for the majority of the users will just benefit the whole ecosystem. Oculus throws millions of
dollars at VR audio research atm, so count on it beeing really good and up to par.

And for the people who still want to use their special audio equipement, you still can, as the headphones are detachable. Vive will ofcourse use a similar integrated way of doing their audio.
 
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DK2 users, what is your honest opinion, is dk2 worth buying at this stage? Considering the facts that cv1 will be more expensive than dk2 and personally I cannot run cv1 in it's full glory with my current system, if I can at all. And I loved dk1, I have high tolerance on lowresolutions and screendooreffect. DK2 would be improvement for me nevertheless.

Remember, its a Developer Kit. Companies typically stop supporting such things when their consumer model comes out, which makes sense.
 

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Remember, its a Developer Kit. Companies typically stop supporting such things when their consumer model comes out, which makes sense.


Hopefully the DK2 community might step up to the mark on that one.

(I hope they do anyway. :D )
 
Like many, I would guess $400 - $450.

But, as we will know by then how much the Vive will cost, all that matters to me is the price difference between the two. I WILL buy one of them. I need Elite in VR.

I'm pretty much in the same boat. $500 would really be pushing it though, I would have to think about it before I spent that much. I have a dk2 so really I just want Elite to support the latest sdk so I can just use that in the mean time...

DK2 users, what is your honest opinion, is dk2 worth buying at this stage? Considering the facts that cv1 will be more expensive than dk2 and personally I cannot run cv1 in it's full glory with my current system, if I can at all. And I loved dk1, I have high tolerance on lowresolutions and screendooreffect. DK2 would be improvement for me nevertheless.

I wouldn't recommend buying one at this point, it's better to just wait.
 
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Hopefully the DK2 community might step up to the mark on that one.

(I hope they do anyway. :D )

DK2 will support SDK 1.0 atleast and that runtime will serve it well for a long time, since every future 1.x runtime will support it, wich will be years I assume.
So im not worried at all the the DK2 suddently become obsolete over night. Its still a great headset to dev on, and ill keep mine for sure so i can have some
social VR experiment will family and friends.
 
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Doesn't really matter imho - if you can afford a PC making use of advanced HMDs, 1000$ wont really bother you all that much. An Xbone might probably run an Arcanoid clone in the CV1 but not much more.

Oculus takes a broad approach, making VR available to the masses resulting in bad VR (as indicated by Xbone controllers shipping with it), ultimately resulting in a bad experience and thus hurting VR in the long run.
 
Doesn't really matter imho - if you can afford a PC making use of advanced HMDs, 1000$ wont really bother you all that much. An Xbone might probably run an Arcanoid clone in the CV1 but not much more.

Oculus takes a broad approach, making VR available to the masses resulting in bad VR (as indicated by Xbone controllers shipping with it), ultimately resulting in a bad experience and thus hurting VR in the long run.

Xbox controllers dont make it bad VR. Its a great controllcheme for VR. And it makes it a great stepping stone for all the normal games who dont need a motion controller in first half of 2016 when there will very few games for touch.
 
Does anyone know if the resolution is actually higher for the CV1 than the DK2? I'm probably sticking with my DK2 anyway, since it cost me $550 CAD all told, but resolution is the main improvement I'd be looking for. the ergonomics aren't bad on the DK2 and I'd want to wear my own headset in any case. The latency is tiny, so resolution is the big thing. But I haven't seen anything that confirms a higher res on the CV1.

The touch looks cool though. I'll take those
 
Does anyone know if the resolution is actually higher for the CV1 than the DK2? I'm probably sticking with my DK2 anyway, since it cost me $550 CAD all told, but resolution is the main improvement I'd be looking for. the ergonomics aren't bad on the DK2 and I'd want to wear my own headset in any case. The latency is tiny, so resolution is the big thing. But I haven't seen anything that confirms a higher res on the CV1.

The touch looks cool though. I'll take those

DK2 use 1920x1080@75hz, CV1 and Vive use 2160x1200@90hz
 
Doesn't really matter imho - if you can afford a PC making use of advanced HMDs, 1000$ wont really bother you all that much. An Xbone might probably run an Arcanoid clone in the CV1 but not much more.

Oculus takes a broad approach, making VR available to the masses resulting in bad VR (as indicated by Xbone controllers shipping with it), ultimately resulting in a bad experience and thus hurting VR in the long run.

The reason why I'm not too fussed about Oculus' compromise is because I prefer the look of the Touch controllers to the look of the VIVE ones and I'd be willing to wait for them. Do the VIVE contollers do finger tracking? Also I'm happy to receive an XBox One controller. I've heard they are better than the 360 gamepad I'm using to fly my spaceship just now.

It could well be that the biggest difference between the headsets is the software that comes with it. VIVE could ride into victory on the coat tails of the success of Steam. Oculus will be in for an unpleasant surprise if they try some sort of walled garden shop, especially if access to that garden involves a FaceBook account.
 
Oculus Home will be a curated store like many others. But you dont have to use it. CV1 games can be played from normal stand alone installs or Steam or whatever.
 


The reason why I'm not too fussed about Oculus' compromise is because I prefer the look of the Touch controllers to the look of the VIVE ones and I'd be willing to wait for them. Do the VIVE contollers do finger tracking? Also I'm happy to receive an XBox One controller. I've heard they are better than the 360 gamepad I'm using to fly my spaceship just now.

It could well be that the biggest difference between the headsets is the software that comes with it. VIVE could ride into victory on the coat tails of the success of Steam. Oculus will be in for an unpleasant surprise if they try some sort of walled garden shop, especially if access to that garden involves a FaceBook account.

I also really liked the Oculus Touch ergonomic design. Very smartly made. Keep in mind though that the Vive controllers are prototypes. Will be interesting to see what their designers come up with for the final version. One thing to note though, for both controllers (oculus and vive), the the hands rest in the same position. Once the headset is on, its not going to matter how they look, but how light and accurate they are.
 
Whether I buy it or not is going to be all about the games and whether or not Palmer keeps talking smack about his competitors. Some of the comments I've heard him make about Valve are really unprofessional.
 
Id give some slack to a 20-year old who become mulimillinoarie and fulfill his dreams more or less over night. If you look at pics from the first year, its pretty clear that It took its toll.
 
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No both use the same screen. Its:

  • 2160x1200 (25% more pixels compare to 1920x1080 DK2)
  • 90hz (20% improvement compare to dk2 75hz, more function, increases perceived resolution, more presence)
  • high fill screen ("Better" Pixels, subpixels fills up more space, less empty unused space, less SDE)
  • global update (All pixels update at the same time, no screen warp/skew with head movement, more presence)
 
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Whether I buy it or not is going to be all about the games and whether or not Palmer keeps talking smack about his competitors. Some of the comments I've heard him make about Valve are really unprofessional.

really? what has he said? (I am intregued)

The only thing I heard him say was they were having nothing to do with steamVR because they do not support rift features they consider vital to good VR experience.

is that a slight dig at steamVR? maybe, or maybe it is the truth, or at least his opinion of it.
 
Silly lad, you know fine well that all you do is swap the $ for a £.

This made me giggle :)

Back on topic though.... They had me by the family jewels as soon as i put the DK2 on my head so price is pretty much irrelevant at this point. Credit card at the ready....
 
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