4 ms·
899 Euro. Oculus wins the price point!
by interdrift 11y ago
899 Euro. Oculus wins the price point!
- cmcnally 11y agoI'm seeing $799.00 in the states. $829.00 shipped.
- foenix 11y agoPlus tax for a lot of places.
- hutattedonmyarm 11y agoHe's talking about the price in Euro, which is 899€ (~$985, that would include about 23% VAT over the $799)
- aplummer 11y agoI still ordered the vive, the promise of valve software + the controllers sold me.
- metafex 11y agoWe'll see about that when the Oculus controller comes out. The Vive already ships with special controllers for VR (and how those compare, etc). Until then, it's hard to compare (only price-wise).
- soylentcola 11y agoIt's Treo vs PocketPC all over again! (only half joking) I remember the back and forth comparisons and debates over price, feature set, compatibility, the companies behind them, form factor and all sorts of details. Regardless, they were some of the first "good enough" smartphones the average consumer could purchase even if their bulk and higher price kept them mostly in the realm of professionals, enthusiasts, and early adopters. Then 5 or 6 years later we had an industry that was already becoming dominated by Apple and Google rather than Palm and Microsoft. Devices were much faster, more capable, and more accessible. Now you can buy one for $150 and get something that's actually somewhat decent.
- metafex 11y agoThis time it won't matter that much which one to pick. Developers will want to support both systems. The display code needs only small changes to work for both systems (or the engine supports it already), the controllers on the other hand should be interesting. If there won't be some standard and the input and haptics diverge too much, this will hurt adoption and/or game/software sales.
- paulmd 11y agoThe really interesting thing will be room-scale. Oculus Rift is inherently designed for a sit-down experience with optional controllers, Vive allows room-scale experiences with controllers included. That's a pretty fundamental difference in the way your users will experience your media. Also, room-scale will essentially require a dedicated VR room free of obstacles. As such I'm guessing many Vive users will be having a sit-down experience too. I expect that a lot of the first-gen stuff will be cockpit simulators like EVE: Valkyrie, because it's the lowest common denominator. It's in HTC's best interest to push room-scale content because that is an effective lock-in for them at this point, but that means targeting a small minority of VR users, and I think that's going to be a difficult experience to adapt for the majority userbase of sit-down users.
- deleted 11y ago[deleted]
- sgift 11y ago> Also, room-scale will essentially require a dedicated VR room free of obstacles. As such I'm guessing many Vive users will be having a sit-down experience too. This is the part which pointed me more toward Oculus. I simply do not have the space for a dedicated VR room, so all the work done into "room scale experience" is moot for me and Oculus focus on a seated experience seems to be a better fit for me here.
- zardo 11y agoThe whole point of room-scale is that it is the scale of your room. We'll see how well developers manage to make that work, Hover Junkers handles it by having different sized hoverships depending on your room size.
- deleted 11y ago[deleted]
- sspiff 11y agoIn Belgium, including tax an shipping: 972.81 € This includes two controllers as well though, so not entirely apples-to-apples.
- nilkn 11y agoYou can't make a direct comparison because the Vive includes two tracked controllers and two Lighthouse basestations. The headset also has a forward-facing camera. A true price comparison will only be possible once Oculus Touch is available (the Rift's motion controllers).
- turbohz 11y ago987€ to Spain, with shipping and taxes. Ouch!
- mikewhy 11y ago$1200+ CAD, yeah I'll wait a bit.
- drzaiusapelord 11y agoWins? Are you Charlie Sheen? How are defining winning here? These are two different products that ship with two different configurations. The Vive is a whole setup, which includes two touch controllers, one for each hand. The Oculus ships with a console gaming controller completely unsuited for what we think of as 'real' VR. With the Oculus you'll need to buy those separately and pay shipping on them, whenever they finally come out. Also, the Vive has a front facing camera and 'whole room' VR. If anything, its something of a bargain at this price for those who want this featureset. The rumor mill up until recently was pegging this system at $1200 - $1500 which many analysts thought was practical.
- balls187 11y ago> How are defining winning here? Occulus wins on pure price point. Certainly you get more with the Vive, so it's not accurate to compare the two, and perhaps the Vive delivers a better experience with it's addons, but that is still TBD if the Vive packins provide a VR experience that people care about. The nearest example I can think of is the XB1 vs PS4. PS4 won on price point, despite the XB1 shipping with the Kinect for $100 more.
- nilkn 11y agoI think it's worth pointing out that the Kinect didn't actually work. Perhaps things would have went differently if it had.
- balls187 11y agoAlso from what I understand, the underlying OS wasn't ready at launch time, and functionality was cut. I just resetup my consoles, and didn't bother setting up the Kinect.
- drzaiusapelord 11y agoExcept there were almost no Kinect games for the Xbox One and the Kinect, even in best cases, worked terribly. I think you're really stretching here. VR requires proper VR friendly controls. Game controllers won't be good enough. A better analogy is imagine if the Wii shipped with gamecube controllers. It would have failed in the market.