Hopefully I can clear some stuff up. I've had the Oculus Rift DK1, and DK2, and have been actively following and researching VR for the past few years on a daily basis. You could say I am somewhat obsessed..
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so facebook buys it but they're concentrating on high end pc games? the only thing that keeps Facebook afloat is mobile devices. there will be a handful of games that support this device so how many do they really plan on selling?
this thing is doa.
Facebook bought Oculus because they want to build a social computing platform. VR has the capacity to be the most social platform. They are playing a long game here, they are not really interested in what Oculus do or achieve in the short term, but rather 5 or 10 years down the line. When VR is ubiquitous, cheap, and the size of a pair of glasses. They want everyone to socialize in VR through Facebook, whether that be through mobile devices or a PC.
At one point we'll all be blind from the daily stress on our eyes from all the small screens.
This can only add to this.
On the contrary, the Oculus Rift is focused at infinity and causes very little eye strain. In the near future, eye tracking will allow games to render with accurate DOF effects to allow the eyes to focus even more naturally.
Lame..
I tried out a DK2 and liked everything but the resolution. Needs retina.
DK2 used a pentile screen. While the Rift CV1 is only a little higher in resolution, it's believed to be a striped RGB display resulting in significantly higher perceived resolution. Advanced double layer fresnel lenses and high fill rate screens also practically eliminate the ugly screen door effect that's observable in the DK2.
Since Windows 8 was released, each new version of Windows has been a reboot, and the OSs image has suffered as a result. OS X is a much more mature platform at this point, so I find it a little perplexing that OS X would be put on pause. We don't yet know how Windows 10 will be received in the marketplace, at the same time that Apple's share is growing, so this move may have been a bit misguided.
Every version of Windows after Windows 7 has, indirectly, better support for VR. I don't think there is a deliberate effort by Microsoft to support VR at this point, but due to API and software additions Windows 8 is far easier to get VR headsets to work with than Windows 7. Windows 10 even more so than Windows 8. Windows 10 is also going to be a free upgrade to a lot of people, so uptake will be rapid. With the re-addition of the start menu, it'll go down well with corporate and a lot of Win8 haters too.
These days the vast majority of people spending money on third party software are Apple customers. Microsoft's third party large investor customers are primarily corporations, and those won't be buying Ocolus.
Big mistake: they picket the wrong OS to start first with.
Where did you get this statistic from ? either way it is irrelevent, the Rift CV1 is primarily a gaming device. While there are going to undoubtedly be some cool entertainment experiences (Oculus have hired several ex Pixar and Disney employees to make VR short films), the majority of content created and consumed will be gaming. The PC gaming market is far, far bigger than Mac.
Quite possibly. It releases earlier and has specs that are at least as good. So long as they nail ergonomics + software/content and the price isn't too prohibitive, it could be a big success for HTC.
I'm convinced they're going to get beaten to market by a better product. They've been developing this thing wide out in the open which is exciting for the nerds but not exactly great business. Other, established brands will be watching, copying and throwing big money at their own solutions.
This is possible. Though I wouldn't expect many big tech companies to throw too much money at it right now. Remember, the market doesn't even exist yet. It's VERY risky to throw hundreds of millions at a VR device that only people with top end gaming PC's can use.
I hope eventually the computer will be contained in the Rift itself. No external dependency.
Mobile is definitely the end game. It'll take a while, but mobile performance is improveing rapidly, it won't be long until very good experiences can be had on a mobile VR devices. The current issues are getting inside out head tracking working, and working within the thermal limits of a smartphone. At full pelt, most smartphones overheat and shutdown in a matter of minutes. VR is very, very demanding. We'll get there, but for now mobile VR will be relegated to 'easy' to run experiences like watching films in VR and playing very basic games.