01-07-2016 09:03 AM
The unfortunate reality we discovered is that making a VR product good enough to deliver presence and eliminate discomfort was not really feasible at the lower prices of earlier dev kits that used mostly off the shelf hardware.
We could have released a lower quality product and saved one or two hundred bucks, but the all-in cost for the average consumer (including PC) would not have budged significantly. To address a later post, mums and dads would be paying in the $1300 to $1500 range regardless.
DK1 and DK2 cost a lot less - they used mostly off the shelf components. They also had significantly fewer features (back of head tracking, headphones, mic, removal facial interfaces, etc.) For Rift, we’re using largely custom VR technology (eg. custom displays designed for VR) to push the experience well beyond DK2 to the Crescent Bay level.
01-07-2016 12:28 PM
01-07-2016 12:29 PM
01-07-2016 12:52 PM
"bbagnall" wrote:Well, Vive gave theirs away for free... so does that mean they should be paying us money to get the final product? 😛
Have you ever seen a company charge less for a developer kit?
01-07-2016 01:03 PM
"Hadtstec" wrote:
Your title is more than misleading:
"Palmer admits it could have been $200 cheaper!"
should say
"For less, you could have a worse Product/Experience"
If that is what you are after, then please buy an OSVR HMD.
01-07-2016 01:04 PM
01-07-2016 01:09 PM
01-07-2016 01:11 PM