I like that sleigh of hand with the $500 arbitrary number.
For a VR headset.
The graph is price brackets for being VR ready.
You are taking this way too personal.
This threshold is completely arbitrary. The higher the price, the lower the sales. You equated OR+PC as the same thing as PS4+PSVR by using this 500 number, while it's more than twice the price, and very few will buy a new PC for VR. The PS4+PSVR is in the 40% bracket, or at least somewhere around it.Between, the slides and the article, price points of $400, $500 and $600 are all mentioned in relation to the percentage of users unwilling to spend more than that so it's difficult to judge exactly what they are trying to say. However I see the situation as follows:
OR headset < $500
PSVR headset <$500
OR + New PC > $500
PS4 + PSVR > $500 (if you take $600 as the figure then there is a slim possibility the PS4 + PSVR will just sneak under that price point).
They really need proximity sensors with visual feedback.
There are with the Vive, but it still won't be enough to make the device literally fool proof. At the very least I'm sure Nvidia and AMD are licking their chops at the prospect of all the replacement video cards they'll sell due to broken HDMI ports. We'll probably also see a global uptick in the amount of infants getting stepped on and dogs being kicked.
At the very least I'm sure Nvidia and AMD are licking their chops at the prospect of all the replacement video cards they'll sell due to broken HDMI ports.
Year from now 970 level of performance is very close to low end as far as new discrete GPUs sold are concerned. I am not stating that against PSVR as it is very well positioned, But PC and Rift will be coming along just fine I think.
And this is from the article:
"The conclusion? About 60% of all respondents said they will not pay more than $400 for a VR headset."
"The largest group, 31%, said they would pay between $200 and $399."
"Not surprisingly, millennials and generation-Xers are willing to pay significantly more—a maximum of $524 and $526 on average—than baby boomers, who don’t want to pay more than $400."
"Men are willing to pay an average highest price of $564,"
"while women top out at $411,"
""Price point thresholds indicate that 20% of consumers will be willing to spend between $400 to $500, boding well for Playstation VR and possibly the HTC Vive,"
And much of that will depend on the quality of the software available. I've very interested in VR but when (or if) I jump in depends on the software. More so than a basic console where you're know what you're gettingNote they don't need to hit the optimal price point for all consumers day one, just for how much they expect to be able to produce day one.
A year from now PSVR will have been out 6 months and have a nice foot-hold.
As ever you can spin data however you want, I read the underlined as 'most people happy to pay ~$300' - I personally think that is a sweet-spot that Sony should (and hopefully are) aim(ing) for. So a $600 bundle is a real possability
(I can imagine it being $700 though with eye & move etc) which I cannot see PC hitting unless you already have a half-decent system already and require a minor upgrade (how much are GTX970s and the required CPU?).
Except neither PSVR or the 16nm GPU's have confirmed release dates yet but both have been rumoured around Q2. So there's every possibility that GPU prices will fall significantly before the PSVR launch. I wouldn't even be surprised to see instances of the new "VR ready" 16nm GPU's being bundled with Oculus in a similar way to how we'll see PS4+PSVR bundled.
$300 for what? A headset of a full system? Because if it's for a headset then that's good for both Oculus and PSVR, i.e. the question hasn't even taken the full system price into account. And if it's for the full system then it's bad for both since neither Playstation or PC can provide both at that cost.
So as I said before, both the results and the article about it seem quite confused in their conclusions. This quote proves that perfectly (as I've already said): "Price point thresholds indicate that 20% of consumers will be willing to spend between $400 to $500, boding well for Playstation VR and possibly the HTC Vive," In order for a $500 price point to bode well for PSVR then they'd have to be talking about headset alone, which would obviously be good for Oculus too. If they're assuming that a PS4+PSVR can be pruchased for between $400 to $500 then it's very likely the conclusions have been drawn on a flawed premise.
The 970 is ~$330 and a 290 can currently be had for $225 on newegg but is being phased out for the ~$300 390. So a GPU upgrade for less than the cost of a PS4 is easily done, especially given those prices will drop drastically next year when the 16nm GPU's launch.
The CPU side is less clear. A 4590 costs $200, an equivalent Skylake a little less. However given the small variability in modern Intel CPU performance it's unlikely that anyone with a 3Ghz + i5/i7 since the Sandybridge generation will see any major issues. The specs that OR have quoted aren't the "minimum or it won't run" specs. They're the minimum target for a "just works" experience. Presumably than means full resolution and perfect 90fps frame rate. As with pretty much all modern games, in very graphics intensive situations (which VR clearly is) it generally doesn't matter what CPU you're running as long as it's an i5 or above. It's also worth noting that the majority of Oculus games will be available on PSVR too and thus designed to achieve 60fps on the PS4's Jaguar CPU. 50% more frames than that on any decent i5 is easily achievable, even without DX12 which by the time Oculus launches should be starting to establish itself in the VR space.