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Oculus Founder Explains Why the Rift VR Headset Will Cost "More Than $350"

An anonymous reader writes: When Oculus took to Kickstarter in 2012, the company sought to create the 'DK1', a development kit of the Rift which the company wanted to eventually become an affordable VR headset that they would eventually take to market as a consumer product. At the time, the company was aiming for a target price around $350, but since then the company, and the scope of the Rift headset, has grown considerably. That's one reason why Oculus Founder Palmer Luckey says that the consumer Rift headset, launching in Q1 2016, will cost more than $350. '...the reason for that is that we've added a lot of technology to this thing beyond what existed in the DK1 and DK2 days,' says Luckey.

5 of 174 comments (clear)

  1. Just wait for the self-pleasure applications. by Anonymous Coward · · Score: 2, Interesting

    Like with most technology, VR will become a success thanks to how it can help improve self-pleasure.

    The digital tablet, the smart phone, the World Wide Web, the PC, the VCR, cable/satellite television, the telephone, ham radio, and even the printing press became popular, despite being expensive technologies in their early days, because they could deliver erotica in one form or another to people, who then used it to arouse and stimulate themselves while they were self-pleasuring (aka masturbating).

    VR has real potential here. Take your fantasy, for example. Although you're white, you've always wished that you had a large, black member to play with. When you're wearing VR goggles, they could give you the perception that the cock you're fondling is darker, thicker, and about three times as big as it actually is.

    Expand these possibilities to all genital fondlers and all of their fantasies, and suddenly this technology starts looking better and better, even if it is expensive in the near term. The early, passionate adopters will help advance the state of the art, and soon enough this technology will come down in cost, while increasing significantly in terms of its feature set.

    You'll feel like a real dork, I hope, in three or four years when VR headsets retail for less than $100, and have an FPS rate over 1000.

  2. Re:Dead on Arrival by Kartu · · Score: 3, Interesting

    As a person who actually tried it (albeit preview version): you can get sick no matter the FPS depending on what is being shown to you AND your genetics.

    You don't need 4k $ PC to get high enough FPS, another way is to have slightly simpler scene, no problem. And if you think consoles (Sony has something between AMD 7850-7870 in it) check out this demo (real time rendering):
    https://www.youtube.com/watch?...

    I wouldn't bet on OR, though. (offtopic: a real shame how kickstarter backers won't get anything from FB deal)
    If anyone, Sony, which YEARS AGO released wearable TV (HMZ series) is working on project Morpheus and has helluva experience in gaming/controllers area, will do that.

    On pricing side of things, Sony's rep once said it would cost "as console", so 350$-ish area.

  3. Case study on how to blow a great oppurtunity by Anonymous Coward · · Score: 5, Interesting

    I've been a huge supporter of Oculus since the Kickstarter. When people complained about the Facebook buyout, I tried to point out that a major player in the tech industry (like them or not, they are a major player) just dropped a massive investment in VR. When people complained about how long it was taking, I argued that doing something like this, and doing it well, has to take time - an inferior product could be a major issue for VR adoption. When they balked at releasing specs, I reminded myself that it's probably best, they wanted to make sure they had it right before they committed to something.

    My first doubts started when they finally released the specs. I was really hoping for a 4K screen. After all the time and money, it seemed logical - come out of the gate with something really great or stay home. Sure, 4K isn't necessary, but there are applications for VR that would really benefit from it. Game will be the vehicle that carries the initial adoption of VR, but there are a ton of real-world applications waiting to be discovered. Personally, I want to throw out my monitors and use a VR headset to create a virtual workspace. But, anything less than 4K isn't going to give me the detail I need to write code on a virtual monitor "floating" a few feet in front of me.

    My next doubts came when I started looking at the amount of "executives" and "directors" and people who stand up and do a lot of talking. I've noticed a trend (it's not new, it's always been there, I just finally noticed) - the more talking heads you have in a company, the longer, more expensive, more feature bloated (and never the features we actually want), more disappointing a product becomes. All these people swooped in and promptly buried something really cool in all the typical corporate ("we're not corporate, man! we're a startup that just happens to look like a bloated corporate monstrosity) BS.

    Then this. After all the talk keeping it affordable, then they pull this crap.

    I get that things add up, but I'll put this in perspective - I work for a company that is supplying them, and I know what we're charging (very low piece prices, and we're expensive compared to our competitors that do larger volumes). I also have access to price sheets from the kinds of suppliers that they're working with. Let's put it this way - there's no legitimate reason that they can't make a 4K rift with all the sensors they have, sell it for $200-$250, and still make a profit. So, either they've gotten a little top-heavy in the salary department, or they're getting greedy. Or both.

    Either way, I'm done offering my (measly, not-reall-worth-much) support. My money is on Valve now (we're supplying them too, I've gotten to see some pretty cool stuff)

  4. These threads always bring out the Luddites by yodleboy · · Score: 2, Interesting

    Why is it any thread about 3d or VR brings the party poopers out in force? We get it already. Really. You don't like 3d or VR. You got a tummy ache when you tried it or maybe your widdle noggin hurt. The idea is completely without merit and just a way to scam people out of their money, therefore no one should make or use these technologies. You point to the numerous failures to deliver, but decade after decade, someone tries to do it. It's just a matter of time before the killer app and the technology finally converge.

    If the product is not for you, move along. I swear, sometimes this place is just filled with people that seem to WANT things to fail.

  5. Tested a demo Oculus by iotaborg · · Score: 3, Interesting

    At work they had an Oculus VR demo this past week and I got the chance to test one (I don't know the full specs of that particular unit). My experience and comments from the 5 min demo:

    - Very first thing I noticed when I wore the headset was that the resolution seemed low, and the screen wasn't that bright.
    - I had no control over the motion of the demo; as a result during panning, I could feel a twinge of motion sickness. Don't know what the framerate/latency was.
    - It is a bit disconcerting to look at your virtual self, and while you move your real legs/arms, you don't see your virtual legs/arm move.
    - The overall experience is very interesting and I think VR could be quite an enjoyable entertainment medium, but it definitely needs some work.