They would have to be cheap or else the experience isnt worth the cost of the things. Personally im not interested in it so im already biased against it.
As far as I know, this VR thing is a peripheral, right? Look at the potential price. People have already paid quite a bit for their PS4. What's going to make them jump up and get the expensive VR kit?Zachary Amaranth said:Are you seriously comparing a console to a peripheral? Because I think you will find both the level of support and assumed risk to be quite different.MammothBlade said:Yep, I quite agree. It is an expensive risk, and console developers have taken enough expensive risks recently - as have gamers, in buying into an unproven and as of yet sparse console generation.
Yup. The only Rift available then was the Developer Kit 1, which compared to the new DK2 had a lower refresh rate, lower field of view, less precise head tracking and low persistence (I dunno the specifics behind that term but basically it means: lots of motion blur). All these things contribute to motion sickness.NateA42 said:So the Occulus Rift that my friend got for Christmas is a primitive one?Ieyke said:That means you played a primitive one with a bad refresh rate, and possibly had it calibrated wrong.NateA42 said:Man, using those damn things make me nauseous as all hell and causes migraines for me. I hope that stuff never goes mainstream in my lifetime.
Well because it's not really 'out' yet. It's just the developer kits that you either got from backing their Kickstarter, or there was a limited supply that you could order directly as well. DK1 was made available so that people who might want to develop for the final consumer version could start testing the basic hardware. On the order page of the website there's a box you have to tick to say "I understand this is intended for developers and is not a consumer product."NateA42 said:How are they allowed to get away with releasing a sub-par system at that time of the year and then releasing a better one a few months after?
Okay, that's interesting, I thought they were gonna pull an Apple and release the "great new product" while already having the great new product for 5 years from now already made.Britpoint said:Well because it's not really 'out' yet. It's just the developer kits that you either got from backing their Kickstarter, or there was a limited supply that you could order directly as well. DK1 was made available so that people who might want to develop for the final consumer version could start testing the basic hardware. On the order page of the website there's a box you have to tick to say "I understand this is intended for developers and is not a consumer product."NateA42 said:How are they allowed to get away with releasing a sub-par system at that time of the year and then releasing a better one a few months after?
To start with, for sure. Ordering the DK2 is currently $350 (£200), so pretty pricey for a peripheral. That's not ridiculous money, assuming the consumer version is similarly priced, but it is expensive. Over time that price should come down, but it will certainly be too expensive for the majority for the first couple of years at least.NateA42 said:Is VR just gonna be for elitist monetarily gifted jerks though? I mean that's where the mainstream console market has gone.
Yes.NateA42 said:So the Occulus Rift that my friend got for Christmas is a primitive one?Ieyke said:That means you played a primitive one with a bad refresh rate, and possibly had it calibrated wrong.NateA42 said:Man, using those damn things make me nauseous as all hell and causes migraines for me. I hope that stuff never goes mainstream in my lifetime.
Yea, it's awesome when people don't read the thread and then see a comment they don't like...oh no! Some one with a differing opinion that I wrote off without realizing what they were saying...cloroxbb said:Yeah, its awesome when people judge stuff they have never tried before... Oh no! A mass market of people might buy something i have already written off without trying...NateA42 said:Okay, it won't really affect me if it takes off, I just don't want it to become the mainstream.
You don't have to want it or try it, but to be so selfish that you don't want everyone else to want it. Well that is dumb IMO.
I agree with a lot of the responders. I think the current "VR" plan with fail, but not because of the price of entry. The thing is that they need stuff to do with it that will appeal to people. The problem with previous experiments of this type is that the price of entry was high, and there was nothing to actually do with the systems. Basically they decided once there was an install base they would worry about spending tons of money to create things to do with it, and of course with nothing to do with the systems nobody bought it. Wii kind of got lucky because it's free games had a lot of appeal for a generally non-gaming crowd, older folks and non-gamers were more or less willing to buy the Wii just to do that. Of course the Wii also never got out of it's casual rut because of that odd success story.Fonejackerjon said:When in the history of add-ons have they been successful...Think about it to get Sony's VR experience you will need:
PS4 = £349
VR = likely £200-300
PS MOVE = £40-50.
Powerglove, Kinect, move, mega CD, Jaguar CD have all failed because of a fragmented market and none of them were close to being as expensive as this. How can anyone think this will succeed?
Honest question : Simple answer, Casual Shinji...Casual Shinji said:Also by trying to make the intangible tangible it'll only appear more artificial as a result. We can generally accept the worlds presented to us on screen, because they're on a screen. If we'd actually walk around in them in person, the virtual aspects of that world would become glaring. When I play Skyrim I'm much more lenient on an animation or a texture not being a hundred percent, than when I would be if experiencing it in full virtual reality. My brain would constantly be reminded that eventhough I'm walking around here, this place is utterly fake.
Eh, it kind of depends really. I always play Final Fantasy XIV in windowed mode, because I need access to other windows for various reasons (opening a browser to look up things, running skype to talk with my friends, etc). To not be in windowed mode is a bother, in that case.Rainbow_Dashtruction said:For fuck sake. It's not about VR. It's about blocking your vision of distractions. Distractions can make or break a game. A game is physically worse when played in windowed mode for example because your desktop is a distraction.
The Oculus Rift exists on a platform where people are willing to spend well over $1000 on a rig and you think cost is going to stop them?Fonejackerjon said:When in the history of add-ons have they been successful...Think about it to get Sony's VR experience you will need:
PS4 = £349
VR = likely £200-300
PS MOVE = £40-50.
Powerglove, Kinect, move, mega CD, Jaguar CD have all failed because of a fragmented market and none of them were close to being as expensive as this. How can anyone think this will succeed?
I disagree.RelativityMan said:Wearable VR might take off, but it's ultimately doomed to be replaced by wearable AR technology. AR can simulate VR (by overlaying the entire field of view) can be used without blinding the user to what's going on in the real world, and has uses outside of games (think of a HUD in real life, with minimap and everything).
The transition will either use VR, by adding a fish eye camera and super-imposing the virtual elements onto the real ones, or use a different tech altogether, like mini projecting onto the lens of glasses (with polarized filters to avoid annoying people in front of the user). There's a company called MicroVision (no, not that Microvision) already working on the latter solution.
That's my 2¢, anyways.