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Let's talk about Rift price

AlexiGVS
Explorer
We don't know the price of the Rift, so let's speculate a little bit.
The RIFT - $350-450
Oculus Touch - $120-170
Additional Oculus IR Camera for Oculus Touch - $80-110
What do we have here.. $350(450) Rift + $120(170) Oculus Touch + $80(110) Oculus IR Camera =
$550(Minimal) and $730(Maximum) price for complete bundle.
So, OculusVR selling controllers separetily to make the Rift price 350-450, as they promised at Kickstarter? But if you want full expirience, you need controllers and one more IR camera. And in total you must pay at least $550 ($730)..
Don't you think it's unfair?
The Vive price will be higher then the Rift ($500-700). But in the box you have 2 lighthouse stations and 2 wireless controllers. So it's almost the same price, Rift complete bundle about $550-750 and Vive about $600-800..
The conclusion here: HTC/Valve is more open and fair with us, than OculusVR.

P.s. This is very RAW numbers.
20 REPLIES 20

gabrielinc
Honored Guest
Why should a simple IR tracking device cost 120-170$? Still, I don't see your point. Even if your speculated numbers would be true the Rift would be 100$ cheaper than the Vive. Why is this unfair? Okay, the tracking system from HTC is a bit better but Oculus Touch seems to be better than Vive's in return.

AlexiGVS
Explorer
"gabrielinc" wrote:
Why should a simple IR tracking device cost 120-170$? Still, I don't see your point. Even if your speculated numbers would be true the Rift would be 100$ cheaper than the Vive. Why is this unfair? Okay, the tracking system from HTC is a bit better but Oculus Touch seems to be better than Vive's in return.

Lighthouse tracking is better.
FOV is better.
Vive controllers is better in my opinion (because of tracking system) and they are in the box with the headset.
Oculus Touch lost tracking sometimes.. (E3 reviews).

gabrielinc
Honored Guest
"AlexWake" wrote:
Vive controllers is better in my opinion (because of tracking system) and they are in the box with the headset. Oculus Touch lost tracking sometimes.. (E3 reviews).

But didn't they just use one tracking station for Oculus at E3? In your calculation you're speaking about 2 devices. In combination this should improve tracking.

bigmike20vt
Visionary
"AlexWake" wrote:
"gabrielinc" wrote:

FOV is better.
.


I keep reading this.

does anyone have a source? i thought they essentially used the same screens
Fiat Coupe, gone. 350Z gone. Dirty nappies, no sleep & practical transport incoming. Thank goodness for VR 🙂

AlexiGVS
Explorer
"bigmike20vt" wrote:
"AlexWake" wrote:
"gabrielinc" wrote:

FOV is better.
.


I keep reading this.

does anyone have a source? i thought they essentially used the same screens

About CV1:
Field of View (FOV)
Field of view appeared very similar to the 100 degrees in the DK2 device, perhaps a little more. If you glance to the side of your vision you’re very much aware there is something there. However how much this may bother you depends on the game/media you’re viewing.
For example Elite Dangerous or Eve: Valkyrie which are dark space games it doesn't really bother me. However when the image is very bright which is often the case in Edge of Nowhere then the feeling of looking through goggles becomes more apparent. After a few minutes though you adjust and it no longer bothers you.
Link

People who tested Vive could not see any black borders.

gabrielinc
Honored Guest
"AlexWake" wrote:
For example Elite Dangerous or Eve: Valkyrie which are dark space games it doesn't really bother me. However when the image is very bright which is often the case in Edge of Nowhere then the feeling of looking through goggles becomes more apparent. After a few minutes though you adjust and it no longer bothers you.
Link

People who tested Vive could not see any black borders.

In dark scenes a small FOV isn't a big issue because the goggles are dark, too. In light scenes it's a problem. I always wondered why they don't use an illumination for the edge to decrease the effect of limited FOV. I mean, you're taking the average light color of the edge of the rendered image and illuminate the inside of the Rift dynamically (maybe from behind the screen) with LEDs of the same colors. Of course, there would be no details but it's in your peripheral vision anyway. Wouldn't this help to decrease the effect of limited FOV?

P.S.: How couldn't people using Vive see any black borders? Would this not only be possible with 180 degrees field of view? There has to be some kind of limitation as well.

AlexiGVS
Explorer
P.S.: How couldn't people using Vive see any black borders? Would this not only be possible with 180 degrees field of view? There has to be some kind of limitation as well.

I didn't noticed any black borders in DK1, in DK2 I did. 100 vs 110 FOV, 10 degree matters a lot..

Sharpfish
Heroic Explorer
I think the physical design and control capabilities of the Touch is possibly better than Vive, but true - it doesn't count for much if the tracking is substandard vs Lighthouse. And we've not seen the final Vive designs yet, maybe they'll take some of the ideas from the touch (if it's not patented already) or come up with their own versions.

Touch has put Oculus back in the running for me, as input was beyond vital, but with it not being in the box from the start it does set it back a touch (pun intended) and along with somewhat under-par camera based tracking they are not out of the woods on input yet.

Either way I can't wait to get my hands on the vive wands and Oculus Touch and finally reach into VR and interact properly. It's just not the same with a gamepad.
EX DK2/VIVE/PSVR/CV1/Q2/PSVR2 | Currently Quest Pro (PCVR) | VR developer
RTX 3080 FE / 12900k / Windows 11 Pro

RonsonPL
Heroic Explorer
There are so many contradicting clues about the price, that I think it's pointless to even bother guessing.
Not an Oculus hater, but not a fan anymore. Still lots of respect for the team-Carmack, Abrash. Oculus is driven by big corporation principles now. That brings painful effects already, more to come in the future. This is not the Oculus I once cheered for.