Facebook can’t decide how much VR should cost
techcrunch.com
techcrunch.com
I also noticed a huge surge in the level of activity from new Rift owners on the /r/oculus subreddit after the sale started, and many there are reporting that the headset is sold out in a lot of stores, so I'm pretty sure I'm not alone here.
PS: I flat out will not buy a Facebook product which may be contributing to HTC’s $799 Vive is continuing to sell better than the Rift.
It does make it into a solitary experience. And I think there's also the question of whether people would really want to be that immersed for a 2+ hour game.
Total sales for Rift, PSVR, and Vive are ~1.5 million units combined. All the others (OSVR, chinese clones, et. al.) might add up to 2 million total.
http://www.idc.com/getdoc.jsp?containerId=prUS42707617
These are numbers for Q1,2017, placing a total of Rift, PSVR and Vive at ~750k units. This is for the worse quarter of the year, post launch hype and off Christmas sales. I'd wager there are 5 million units of "serious" VR units out there.
Also of note, something I didn't know: The Vive is outselling Oculus Rift at almost a 2:1 ratio.
Combined with the sales from last year, that's almost precisely the 1.5 million units I mentioned sold of the major 3.
That's the thing. You really can't even extrapolate these sales in a linear fashion. There was a massive pent up demand for these devices, and the market is reaching saturation very quickly.
I wont argue that perhaps 3 million units of the major 3 headsets have been manufactured and sold to various outlets already. But what matters for developers is the install base of actual users. The latest numbers for SteamVR show an install base of ~220,000 users [0]. The biggest breakout hit game of 2016, Raw Data, has a current ownership number of ~90,000 users, with an average total play time of 2 hours. [1].
I'm not trying to be pessimistic, but the numbers simply wont be there to support large scale development of games until the install base increases at least 10x, which I do not see happening with this gen of hardware. A lot of this comes down simply to price.
AR is probably more interesting in the long-term although that will have to navigate through the glass-hole problem among other things.
Theres been a lot of amazing stuff to come out of this generation of VR. But as hard as the software devs try, you simply can't get past the fact that the hardware isn't ready for primetime yet.
The clunky controllers, the wires, the sensors. We need full wireless, full FOV, and at least double the pixel density/resolution with a control scheme that uses finger tracking lightweight gloves.
Th current gen of tech is really mindblowing at first, and it certainly has incredible potential. But until then VR will unfortunately remain a niche toy like HOTAS controllers.
I got into VR development with the mindset that the hardware will be ready in 5 years, and when it is the people who stuck with it through the times of disillusionment beyond the hype phase will be in prime position to start doing amazing things at scale. I'm personally waiting for the next gen of headsets now to do more full scale VR work. The current top level hardware is pushed to it's bounds in terms of adoption and it just doesn't make financial sense for developers yet. Until then, mobile is where it's at IMO. The integrated solutions from Samsung and Oculus on the horizon are really exciting.
The SteamVR Knuckles I think are a terrible idea. I wish Valve would get past the idea of controllers entirely. Any kind of physical game controller becomes extremely clunky and restrictive in VR. We need perfect finger tracking in the form of a lightweight pair of cloth gloves that you simply slip on like normal. VR allows such a complete paradigm shift in your ability to manipulate the environment that creating a traditional controller mapping inherently limits the way people will think about designing interactions. Rather than moving towards more intuitive actions, developers will be allowed to just fall back on old gameplay cliches of the console era.
which generation are we on, now?
Since Oculus Rift and Vive are still the first generation, it's generation 1.
VR is such a closed off experience right now, I would schedule it under Dreaming. Sweaty too, with today's gear.
It asks a lot for what it can deliver for now.
But humans prefer actual experiences above all, every single time, unless real dangers are presented, so VR always feels like an undesirable compromise.
I love the idea of living in my virtual forest in Potioneer but I wouldn't want to do it for real.
Back when the internet was still low-res and slow people said the same thing about it: chatting, buying, and researching with a computer is an undesirable compromise. That's where we are with VR.
Anecdote: I fondly remember the days spent hacking AOL with people online, being ostracized and punished by people around me for not having "actual" experiences like going out and playing sports. These people now spend countless hours on Facebook and Instagram. Now apparently I need to be more social with actual people (on Facebook) instead of hacking with fake people in fake virtual reality.
My question is whether I'll be able to connect this new, cheaper (better?) headset to my PC for gaming or whether it can only be used standalone. Given the PC specs required for current VR games, I can't see how a system builtin to the headset could provide a comparable experience.
Is there anyone who prefers Oculus' IR over Vive's LIDAR?
I have a total of probably 60+ entirely unplayed games for the PS2, PS3, Xbox360, Gamecube, and Wii, picked up cheap used or in digital PS+ freebies or sales but not touched since. Hundreds of hours of entertainment which I'd probably enjoy and many of which have at least some artistic merit but they sit unused. We recently picked up a PS4, so now games are accumulating for that too. Don't get me started on Steam/GoG. My to-read list of just books I own is solidly in the 3 digits. We've still got a couple DVDs kicking around that we bought over a decade ago for next to nothing used, never watched.
I've never found time to catch up on all the music I pirated 10+ years ago, sometimes in large dumps of material from friends who were more into tracking down The Good Stuff than I was (keeping up with all that meta-reading to learn what's worth your time itself takes tons of time) let alone listen to much new music aside from a handful of CDs purchased and listened-to after live shows over the years. Spotify and such can go to hell, I don't got time and the last thing I need is another way to find things I like but won't have time to pursue.
I end up seeing a more-or-less random 25-50% of the movies that are probably excellent and I'd likely really enjoy that come out every year. There are hundreds of culturally and artistically important movies from the last 100+ years still on my to-watch list, but the ones I miss each year keep making the list longer rather than shorter. Most are easily available. Some of them I could go watch right now (Netflix, et c.)
I'm still meaning to read Sandman and a dozen other acclaimed, important comics, to say nothing of all the ones I'd probably enjoy as pure bubble-gum entertainment. I've barely scratched the surface on that entire format.
Plus I've got all that stuff in life that's not just "consuming" media.
I've truly got more excellent art/entertainment readily available than I have time for, by a large margin. We live in strange times.
[EDIT] Oh, and let's not forget the ~a billion hours of free entertainment on Youtube, podcasts, archive.org, and so on, much of it good. I'm not much into that stuff because wow do I ever not have time to sort wheat from chaff let alone enjoy said wheat, but it's all right there and I could seek it out any time I please.
(1) http://www.businessinsider.com/vr-headsets-comparison-popula...
So for these reasons, Facebook's pricing choices are complicated and the free market does not clearly prescribe their pricing strategy in the way you suggest.