Sony VR Headset/Project Morpheus/PlayStation VR

We are speculating also based on Sony indicating we can expect a price similar to the PS4s. Main discussion that remains is whether it will be the PS4s launch price of 399, or the current/future price of the PS4. I'm sticking with 399 for now.
 
We are speculating also based on Sony indicating we can expect a price similar to the PS4s. Main discussion that remains is whether it will be the PS4s launch price of 399, or the current/future price of the PS4. I'm sticking with 399 for now.
Sure, but imagine if it turns out that The People just aren't interested in PSVR at that price - unlikely, but possible. It wouldn't be the first time.
 
The time frame for a new slim revision could also be 2016. Hence the very real possibility of a $599 bundle.

If Sony is smart they should not give customers a chance to spot HIGH PRICE TAG on shop shelves. They should keep PSVR as a seperate [cheaper] SKU until they have clear indication that PSVR as a platform is in a very healthy state.
 
I was hopeful if the interweb said $299 enough it would come true...the power of the people, Sony is listening (etc etc) - we can but hope!

They have said it won't be positioned to make money and that it's be similar to a new console launch, the very most I would pay is £300 for the vanila (I already have 2 move and the camera) but for 'good sales' I would say it would need to be £250
 
but the original wording was somthing like "we price it as if its a new platform launch". and sony historically always have razor-thin margin on new platform launch or even deficit (e.g. on PS3). So its possible we got the meaning wrong, its possible sony since the start want to price PSVR with little margin.
 
I was hopeful if the interweb said $299 enough it would come true...the power of the people, Sony is listening (etc etc) - we can but hope!
Believe in the infinite power of Shu! #299PSVR :yes:

I suppose they would follow the same kind of market research posted earlier, with their own data. If a break even retail price can reach twice the market it would be a no-brainer. But if making a modest $50 per sale doesn't impact the adoption much, it would be a better choice and would allow the profit to be reinvested in games.

There's also the wildcard of how much they leave for retail, with enough retailer profit there is more incentive for them to setup kiosks. The hard part is getting people to try it.
 
I could see some incredibly long demo lines this holiday if they were to make a big push to get it out there. It could be the impetus to pushing a lot of hardware. I mean, is anyone trying out xbox one when everyone is in line to try out the psvr on ps4? And if they like, they can get their ps4 early, or if they already have that, they could get their Move/PSCamera.
 
but the original wording was somthing like "we price it as if its a new platform launch". and sony historically always have razor-thin margin on new platform launch or even deficit (e.g. on PS3). So its possible we got the meaning wrong, its possible sony since the start want to price PSVR with little margin.

Razor thin margin? I thought they always sold at a loss and sometimes that was pretty big (PS3 at least). New platform is from (UK) £225 to £425 so it's pretty wild difference.

One thing though, I suggest anyone thinking of getting one get your Move controllers now while they are dirt cheap and plentiful!
 
I don't see the confusion, to me they're talking about just the headset, as fair as I can see 60% will pay up to $400, that can't be the whole experience because the PS4 is $350 alone. It could be that some people who took the survey were confused or maybe the point was 'I don't care about price' so they just ticked the biggest figure? I mean, 10% didn't know much about VR.

I agree with your interpretation of what they mean at that point, However I'm saying there is an issue where they draw the conclusion that that would be an issue for Oculus but bodes well for PS4. Because in actual fact it says nothing at all about either platform. Users will (likely) be able to get either headset within that price bracket, but then have to pay more for the system to run it. Granted the PSVR system is going to be much cheaper to buy from scratch than the Oculus system, but the way the information has been presented back suggests that the survey has all but ignored total system cost. And the whole grouping of Vive with PSVR instead of Oculus in cost terms is clearly completely illogical.

So it'd be fair to say the best price to upgrade both CPU and GPU to OR 'required' specs is roughly the same price as a PS4 console.

To upgrade both it would cost more than PS4. By the time the VR headsets launch I guess the price could be similar but only if you don't need corresponding motherboard and memory upgrades. Of course when Zen arrives (3-6 months after PSVR) PC CPU prices in that performance bracket will hopefully fall dramatically.
 
Our other plan is just to make a small square around us with yarn so we can feel when we are pushing against the yarn. We will see what happens.

If I end up doing the dedicated room thing I'll probably lay a rug or a section of carpet out to denote the walkable area, that's a pretty subtle and simple way of letting you know where you are. At least a few of the Vive devs have found it to work well and is what Oculus used in the early crescent bay standing demos.
 
If I end up doing the dedicated room thing I'll probably lay a rug or a section of carpet out to denote the walkable area, that's a pretty subtle and simple way of letting you know where you are. At least a few of the Vive devs have found it to work well and is what Oculus used in the early crescent bay standing demos.

I'd have to go the opposite way , I have carpet in the room i'd use it in !!

I still think the best bet is one of those treadmill type things .
 
Well given that is carrying a lot of extra hardware, maybe it could go up to 399$ but i still hope for a 299$ standalone and a 599$ bundle by the end of next year. We should get both Vive and Oculus price by the end of this year so that should give us some reference.
 
If I end up doing the dedicated room thing I'll probably lay a rug or a section of carpet out to denote the walkable area, that's a pretty subtle and simple way of letting you know where you are. At least a few of the Vive devs have found it to work well and is what Oculus used in the early crescent bay standing demos.

That's a great idea, and a touch sensitive matt could pull double duty there as a motion detector too. It should be possible to walk on the spot to simulate movement in the game world with subtle shifts in weight denoting forward, back, left and right and of course rotations could be handled naturally. You could even control the speed of movement via the speed of your steps. And of course jumping could be supported too.
 
That's a great idea, and a touch sensitive matt could pull double duty there as a motion detector too. It should be possible to walk on the spot to simulate movement in the game world with subtle shifts in weight denoting forward, back, left and right and of course rotations could be handled naturally. You could even control the speed of movement via the speed of your steps. And of course jumping could be supported too.

Anything that involves your POV moving about while you remain standing upright with your feet under you is an accident waiting to happen. If you're doing standing/walking experiences you really need to maintain 1:1 motion otherwise you're feeding your inner ear miscues as to where your center of balance should be and that's the only thing keeping you on your feet. Only time I try doing that is if I splay my legs and bend my knees for extra balance and have a solid object within reach.

Omnidirectional treadmills have the same problems associated with it since you're not correctly being fed acceleration cues. Any sort of VR locomotion setup that breaks that 1:1 motion (redirected walking aside) needs to have some sort of harness system to prevent you from face planting.
 
What extra hardware? $5 audio processing chip?

I think he is referring to the

Headset
breakout box
camera
move

Its more complex than the DK2 and that sold for $350 . I know Sony is going to mass produce these but I would doubt they can hit under $300 with all the extras.


I would think the 3 major players have long term plans. Launch high when production is limited and then year after year reduce the cost of the headset.
 
I think he is referring to the

Headset
breakout box
camera
move

Its more complex than the DK2 and that sold for $350 . I know Sony is going to mass produce these but I would doubt they can hit under $300 with all the extras.


I would think the 3 major players have long term plans. Launch high when production is limited and then year after year reduce the cost of the headset.

Move is not mandatory for VR. Headset, camera and breakout box are mandatory. I think they will do a bundle without the camera. I bought an european launch bundle with 2 controllers, KZ SF and the camera.
 
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