![]() ![]() On March 1, 2017, the Rift had a significant price cut, with the base HMD being $499 and Touch being halved to $99 after three months, with additional sensors for reliable room-scale tracking now being $59 instead of $79. Nevertheless, it has garnered a significant enough userbase to warrant more efforts in VR software development. The whopping $599 price tag revealed on pre-order day also tempered excitement, as did the reveal that the Touch controllers would add another $199 to the price several months later. Reception was good among those who didn't have their pre-orders delayed by several months, but at this point, the Rift already had competition on the horizon in the form of the HTC Vive, which included tracked motion controllers of a sort that the Rift would not have until Oculus Touch's release on Decema good eight months after the Vive's initial release. (These fears would prove a degree of validity later.)įinally, on March 2016, the final iteration of the Rift, often referred to by enthusiasts as "Consumer Version 1" or simply CV1 to differentiate it from the earlier Development Kits, released to the public. On March 25, 2014, Facebook bought Oculus for $2 billion, making many people worry about both privacy issues and ads in spite of the Rift developers' insistence that nothing would change. The demand for the the DK1 and DK2 vastly outstripped supply, in part due to attention on social media garnering a fanbase well before the Rift hardware was finalized. It had a very successful Kickstarter in late 2012, followed by the release of two Development Kit iterations and several internal prototypes in between the public Development Kits to allow developers to work on VR software prior to the consumer version's eventual release in March 2016. ![]() ![]() It is generally used for gaming, but there are productive uses for the Rift as well, particularly when paired with the Oculus Touch hand controllers. The Oculus Rift is a modern Virtual Reality headset series that rejuvenated public interest in VR after it had failed to catch on in The '90s, largely owing to improved field of view that established a sense of presence in the user, low-latency head-tracking, higher resolution, and general instances of Technology Marches On over the past few decades. ![]()
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