Admitted - there may be some truth to this drawing - which many of you probably have already seen. The response to Rift-S may have been even worse on Reddit compared to some of the negative posts in here (if the drawing doesn't make sense, note that the dude in the brown suit represents the average Oculus-Reddit user)...
Killing the Rift and providing an alternative that many may not want (or can't use due to need for greater IPD) - I'm not sure that's a great move - unless Oculus is forced to do so.
Intel i7 7700K (4.5 GHz); MSI GeForce GTX 1080 8GB Gaming X (oc 2100 MHz gpu boost, 11 GHz mem speed); 16GB Corsair Vengeance DDR4 3200 MHz; MSI Z270I Gaming Pro Carbon AC (VR-Ready) mainboard; Samsung 961 Evo M.2 SSD 128GB (for OS) + Samsung EVO 860 4TB SSD (for games) + Toshiba P300 High-Performance HDD 3TB (for games); Win10 OS; Valve Index and Oculus Rift CV1, the latter nearly always using super sampling 2.0.
"Ask not what VR can do for you – ask what you can do for VR"
Admitted - there may be some truth to this drawing - which many of you probably have already seen. The response to Rift-S may have been even worse on Reddit compared to some of the negative posts in here...
Except that isn't what they did - Honestly if the did the following I feel like Rift S and the current enthusiasts wouldn't be saying much: 1) Change out the lens for better ones (the idea it has to be GO lenses is just example of what people want and not the product aka give us better lenses) 2) Change out the panels for higher resolution and full RGB only. (Don't fucking change anything else - the design and lay out was just fine for everyone. OLED even with its short falls still look amazing in the end). 3) Aim for more comfort - but don't take away anything else. 4) Improve for options later on (add that jack for people that do not want to use headphones and/or micro phone). 5) Honestly - lets make one change here - lets go for the new tracking method to help lower the requirements into getting into VR. Explain to everyone that, hey, this is a refresh so it will still provide a good enough experience, but may not be 100% the same as we had before. The benefit here is that now we don't have to deal with senors and the upside it removes more problems the old tracking had. 6) Remove some of the extra design elements for a more stream line lower cost shell while keeping the basic still there. For example removing the cloth around the headset (I don't mean the cloth inside) just the cloth on the outside. 7) Don't remove current features (such as IDP adjustment) 8) Fix some key issues of the current design. For example, instead of running a cable between the headphone - run flat wires that slide across each other to make the contact so nothing is stretch or pull when adjusting the head strap.
Price - 399 or 349$.
*I've open my Oculus Rift - there are more screws (and I mean thic screws too) in that thing then there is anything else. A LOT of plastic is used just for the shape and the shell. They could remove almost another 20% of that plastic off and have a better cost while providing the same design and look. Most of the metal that was use inside the headset could be turn into hard plastic as well or use another material instead while providing less weight.
So I played with my Go a bit last night, and I'm coming around on the Rift S. I pulled out the facial interface and pressed the Go tight onto my face, and the FOV is not bad (probably a little better than Rift CV1), although I can see the edges of the screen when I do that, so there is a hard limit. It would be nice if the lenses and screen were a little bigger, but I can manage to get a pretty good position with each eye on the outer edge of the sweet spot (just not a lot of wiggle room). It would probably look better if the Go had a software IPD adjustment.
The LCD screen has a nice image, and I don't have any issue with the vibrancy or black levels. My Rift doesn't have perfect blacks anyway (I've never bothered messing with the SPUD tool). And of course, the Go lenses are a big improvement over the CV1.
I'm not sure about the new headband design, but people seem to like the comfort--the CV1 straps are a little too tight for my big head, so perhaps the new design would be better for me, as long as the band expands enough for me to get it on. Since there's no electronics or ribbon cables in the back, hopefully there is less limit on how far it can move.
I'd love to try out the new passthrough mode and tracking, but I'll see how that is on Quest when it releases.
I'm still disappointed that there isn't enough improvement in the Rift S to make it a definite upgrade over the CV1, but if my Rift were to die this summer, I would go ahead and grab a Rift S. I got my hopes up when we heard that Oculus was releasing a new headset, but in the end I'm still happy with what I have, and I'll get my "new toy fix" from the Quest.
I'm not sure about the new headband design, but people seem to like the comfort--the CV1 straps are a little too tight for my big head, so perhaps the new design would be better for me, as long as the band expands enough for me to get it on. Since there's no electronics or ribbon cables in the back, hopefully there is less limit on how far it can move.
I think the strap across the top of the Halo will make it better than the previous attempts. It will alleviate the forehead pressure I get from the O+ and PSVR. It's kind of funny that the O+ fits me better than the PSVR does. My head is weird apparently.
I plan to retire mine one day, I have a mint unopened in box DK1 and DK2 but I am not buying a mint CV1 lol it will just be retired one day, placed in the lovely box it came in and put away for the future
Ya, I also have a WMR Dell headset, retired and currently in its box. Maybe just me but I think Windows Mixed Reality (WMR) VR is very poor compared to my Oculus Rift.
Custom built gaming desktop; i9 9900k (water cooled) oc to 5ghz, gtx 1080 ti, 32 gb 3000hz ram, 1 tb ssd, 4 tb hdd. Asus ROG Maximus xi hero wifi mb, StarTech 4 port/4 controller sata powered usb3.0 pcie card, PCI-E PCI Express to USB 3.1 Gen 2 card, Asus VG248QE 1080p 144hz gaming monitor, Oculus Rift cv1 w/2x sensors, Vive Pro w/2.0 base stations/Index controllers, Quest 1 w/Link and VD wireless (good/close 5Ghz wifi and PC with Ethernet cable to my Router).
Agree Oculus really needs to share a roadmap especially with all the questions now on PC-VR after this Leno - err Rift S release. As far as I am concerned, when it comes to PC-VR Oculus has abandoned what "brung them to the party". Thankfully we now have other HMD manufacturers that are jumping in to fill that void.
Who has done this? Thanks.
Custom built gaming desktop; i9 9900k (water cooled) oc to 5ghz, gtx 1080 ti, 32 gb 3000hz ram, 1 tb ssd, 4 tb hdd. Asus ROG Maximus xi hero wifi mb, StarTech 4 port/4 controller sata powered usb3.0 pcie card, PCI-E PCI Express to USB 3.1 Gen 2 card, Asus VG248QE 1080p 144hz gaming monitor, Oculus Rift cv1 w/2x sensors, Vive Pro w/2.0 base stations/Index controllers, Quest 1 w/Link and VD wireless (good/close 5Ghz wifi and PC with Ethernet cable to my Router).
Not sure at this point what will be my next purchase. Modding my Vive with the gear VR lenses gave me greater appreciation for the importance of the optics for me to get the most immersive experience. I was still using my DK2 when I got my gear VR. When I first got my Rift those ridged plastic Fresnel lenses were a bit of a disappointment when it came to watching 3D movies and apps that were cross platform to gear VR and CV1 and didn't really benefit from PC mojo. When I picked up my Vive real cheap, first thing I noticed was the image quality was pretty much unbearable to me with those hazy optics. I'm not sure if the lenses in the Gear VR are considered Fresnel. They don't have the layered ridges the Vive and Rift has, completely smooth convex lens just like all the ghetto mobile VR headsets, but much higher quality, I've seen. It seems like those ridged outer ring lenses are a premium feature only on high end VR gear. To my eyes what those ridged outer rings do it add a bit of haze and blurriness, create a sweet spot and magnify a bit, slightly making the SDE more apparent there but blur the outer area. Also the cause of godrays Makes me think it's designed purpose was kind of a built in comfort mode. . With the lens mod, there is no sweet spot, SDE is apparent less at the sweet spot IMO , maximum super sampling and no ridges has made me content with current gear. The Rifts optics suffer to a much lesser degree than the stock Vive optics. If the lenses in the R-S are of the same smooth design as the Gear VR lenses, I'll probably get one sooner or later. I'm going to keep my money ready for the inevitable price war when Vive releases their outsourced mobile/PC offering. At the end of the day I think it all will have a good effect on the VR scene if sales permit, there will be more people buying VR games and apps. The lower specs will force the devs to do more with less in a x86 Win environment.
There won't be a price war of any description when the Vive Cosmos is released because it'll be at least twice as expensive as the Rift S knowing HTC.
Has it been confirmed that HTC is the manufacturer of the Cosmos? When it was announced I remember reading much speculation that it was a re-branded samsung WMR device. Weird we didn't hear anything about Cosmos or Rift-S until recently, sure seems like the start of an outsourced price war to me. I heard about the Cosmos first, I believe it was Steam's response to the Quest, then the Rift-S talk started, I believe Oculus's response to the Cosmos. In any case, I will probably eventually get one or all of them, but I won't be paying full price, that's for sure. I welcome the arrival of the Rift-S, Quest and Cosmos to the VR scene, but I will not be an early adopter of any of them. The money stays with me until more info, user reviews and prices stabilize.
Gigabyte AB350 Ryzen 2700x, 16gb ddr 4 3200, 1080ti. Z800 HMD, DK1, DK2, CV1, Vive wireless, Quest, HP Reverb. Viewsonic 1080p 3D projector ASUS 3D vision monitor. UAD Apollo interface, Yamaha studio monitors.
I plan to retire mine one day, I have a mint unopened in box DK1 and DK2 but I am not buying a mint CV1 lol it will just be retired one day, placed in the lovely box it came in and put away for the future
Ya, I also have a WMR Dell headset, retired and currently in its box. Maybe just me but I think Windows Mixed Reality (WMR) VR is very poor compared to my Oculus Rift.
I have the same, and after seeing that the S is not really much of a improvment for present Vr owners, and having a look at what else is on offer in 2019, i have decided to stick with the Rift and Dell, and use the Dell for my sit down driving games(Euro truck sim, ATS, Dirt Rally), and the Rift for everything else...as i have already been doing. and wait until 2020 to see what is on the horizon for VR....PSVR should also be improving come 2020....and at least my wallet will be very happy with this. lol
Not sure at this point what will be my next purchase. Modding my Vive with the gear VR lenses gave me greater appreciation for the importance of the optics for me to get the most immersive experience. I was still using my DK2 when I got my gear VR. When I first got my Rift those ridged plastic Fresnel lenses were a bit of a disappointment when it came to watching 3D movies and apps that were cross platform to gear VR and CV1 and didn't really benefit from PC mojo. When I picked up my Vive real cheap, first thing I noticed was the image quality was pretty much unbearable to me with those hazy optics. I'm not sure if the lenses in the Gear VR are considered Fresnel. They don't have the layered ridges the Vive and Rift has, completely smooth convex lens just like all the ghetto mobile VR headsets, but much higher quality, I've seen. It seems like those ridged outer ring lenses are a premium feature only on high end VR gear. To my eyes what those ridged outer rings do it add a bit of haze and blurriness, create a sweet spot and magnify a bit, slightly making the SDE more apparent there but blur the outer area. Also the cause of godrays Makes me think it's designed purpose was kind of a built in comfort mode. . With the lens mod, there is no sweet spot, SDE is apparent less at the sweet spot IMO , maximum super sampling and no ridges has made me content with current gear. The Rifts optics suffer to a much lesser degree than the stock Vive optics. If the lenses in the R-S are of the same smooth design as the Gear VR lenses, I'll probably get one sooner or later. I'm going to keep my money ready for the inevitable price war when Vive releases their outsourced mobile/PC offering. At the end of the day I think it all will have a good effect on the VR scene if sales permit, there will be more people buying VR games and apps. The lower specs will force the devs to do more with less in a x86 Win environment.
There won't be a price war of any description when the Vive Cosmos is released because it'll be at least twice as expensive as the Rift S knowing HTC.
Has it been confirmed that HTC is the manufacturer of the Cosmos? When it was announced I remember reading much speculation that it was a re-branded samsung WMR device. Weird we didn't hear anything about Cosmos or Rift-S until recently, sure seems like the start of an outsourced price war to me. I heard about the Cosmos first, I believe it was Steam's response to the Quest, then the Rift-S talk started, I believe Oculus's response to the Cosmos. In any case, I will probably eventually get one or all of them, but I won't be paying full price, that's for sure. I welcome the arrival of the Rift-S, Quest and Cosmos to the VR scene, but I will not be an early adopter of any of them. The money stays with me until more info, user reviews and prices stabilize.
HTC own the Vive IP and will be selling it, doesn't make any difference who manufactures it. Same with the Rift S. The Vive Cosmos is an HTC headset, the Oculus Rift S is an Oculus headset.
"This you have to understand. There's only one way to hurt a man who's lost everything. Give him back something broken."
Agree Oculus really needs to share a roadmap especially with all the questions now on PC-VR after this Leno - err Rift S release. As far as I am concerned, when it comes to PC-VR Oculus has abandoned what "brung them to the party". Thankfully we now have other HMD manufacturers that are jumping in to fill that void.
Who has done this? Thanks.
Vive Pro, Samsung Odyssey, the upcoming HP Reverb ( next month). Cosmos ( whenever it comes).
Don
EVGA Z390 Dark MB | I9 9900k| EVGA 3090 FTW3 Ultra |32 GB G Skill 3200 cl14 ram | Warthog Throttle | VKB Gunfighter Pro/MCG Pro grip | Crosswind Pedals | EVGA DG 87 Case| Rift S | Quest |
ohgrant said: .... Has it been confirmed that HTC is the manufacturer of the Cosmos? When it was announced I remember reading much speculation that it was a re-branded samsung WMR device.
....
Good point @ohgrant - the truth seems a little more complicated. The current speculation is that the Cosmos is part of the Qualcomm initiative that is being supported by Pico, Samsung and Acer (to name three), and that this will be part of a Standalone/5G/tethered PC hybrid that will be launched Q4. The concept was shown, restrictively at MWC (image) along with the Focus Pro, and is linked to a major initiative from some AAA developers who are side stepping current generation headsets.
Not sure at this point what will be my next purchase. Modding my Vive with the gear VR lenses gave me greater appreciation for the importance of the optics for me to get the most immersive experience. I was still using my DK2 when I got my gear VR. When I first got my Rift those ridged plastic Fresnel lenses were a bit of a disappointment when it came to watching 3D movies and apps that were cross platform to gear VR and CV1 and didn't really benefit from PC mojo. When I picked up my Vive real cheap, first thing I noticed was the image quality was pretty much unbearable to me with those hazy optics. I'm not sure if the lenses in the Gear VR are considered Fresnel. They don't have the layered ridges the Vive and Rift has, completely smooth convex lens just like all the ghetto mobile VR headsets, but much higher quality, I've seen. It seems like those ridged outer ring lenses are a premium feature only on high end VR gear. To my eyes what those ridged outer rings do it add a bit of haze and blurriness, create a sweet spot and magnify a bit, slightly making the SDE more apparent there but blur the outer area. Also the cause of godrays Makes me think it's designed purpose was kind of a built in comfort mode. . With the lens mod, there is no sweet spot, SDE is apparent less at the sweet spot IMO , maximum super sampling and no ridges has made me content with current gear. The Rifts optics suffer to a much lesser degree than the stock Vive optics. If the lenses in the R-S are of the same smooth design as the Gear VR lenses, I'll probably get one sooner or later. I'm going to keep my money ready for the inevitable price war when Vive releases their outsourced mobile/PC offering. At the end of the day I think it all will have a good effect on the VR scene if sales permit, there will be more people buying VR games and apps. The lower specs will force the devs to do more with less in a x86 Win environment.
There won't be a price war of any description when the Vive Cosmos is released because it'll be at least twice as expensive as the Rift S knowing HTC.
Has it been confirmed that HTC is the manufacturer of the Cosmos? When it was announced I remember reading much speculation that it was a re-branded samsung WMR device. Weird we didn't hear anything about Cosmos or Rift-S until recently, sure seems like the start of an outsourced price war to me. I heard about the Cosmos first, I believe it was Steam's response to the Quest, then the Rift-S talk started, I believe Oculus's response to the Cosmos. In any case, I will probably eventually get one or all of them, but I won't be paying full price, that's for sure. I welcome the arrival of the Rift-S, Quest and Cosmos to the VR scene, but I will not be an early adopter of any of them. The money stays with me until more info, user reviews and prices stabilize.
HTC own the Vive IP and will be selling it, doesn't make any difference who manufactures it. Same with the Rift S. The Vive Cosmos is an HTC headset, the Oculus Rift S is an Oculus headset.
Well whoever is the parent co, they are still governed by the same economics as everyone else and I'm sure their stock holders will have a say in it. Just because they made bad decisions in the past doesn't mean they have to stay the course. The one thing they are allegedly better at was that lighthouse tracking. From my understanding the Cosmos is also abandoning that for inside out. If they are willing to abandon that, I think they are going to be on a much more aggressive course seeking the same customers Oculus is with their mobile line. I see no logic in expecting a company to continue making bad decisions based on their past. I'm not counting HTC/Vive out yet.
Gigabyte AB350 Ryzen 2700x, 16gb ddr 4 3200, 1080ti. Z800 HMD, DK1, DK2, CV1, Vive wireless, Quest, HP Reverb. Viewsonic 1080p 3D projector ASUS 3D vision monitor. UAD Apollo interface, Yamaha studio monitors.
Not sure at this point what will be my next purchase. Modding my Vive with the gear VR lenses gave me greater appreciation for the importance of the optics for me to get the most immersive experience. I was still using my DK2 when I got my gear VR. When I first got my Rift those ridged plastic Fresnel lenses were a bit of a disappointment when it came to watching 3D movies and apps that were cross platform to gear VR and CV1 and didn't really benefit from PC mojo. When I picked up my Vive real cheap, first thing I noticed was the image quality was pretty much unbearable to me with those hazy optics. I'm not sure if the lenses in the Gear VR are considered Fresnel. They don't have the layered ridges the Vive and Rift has, completely smooth convex lens just like all the ghetto mobile VR headsets, but much higher quality, I've seen. It seems like those ridged outer ring lenses are a premium feature only on high end VR gear. To my eyes what those ridged outer rings do it add a bit of haze and blurriness, create a sweet spot and magnify a bit, slightly making the SDE more apparent there but blur the outer area. Also the cause of godrays Makes me think it's designed purpose was kind of a built in comfort mode. . With the lens mod, there is no sweet spot, SDE is apparent less at the sweet spot IMO , maximum super sampling and no ridges has made me content with current gear. The Rifts optics suffer to a much lesser degree than the stock Vive optics. If the lenses in the R-S are of the same smooth design as the Gear VR lenses, I'll probably get one sooner or later. I'm going to keep my money ready for the inevitable price war when Vive releases their outsourced mobile/PC offering. At the end of the day I think it all will have a good effect on the VR scene if sales permit, there will be more people buying VR games and apps. The lower specs will force the devs to do more with less in a x86 Win environment.
There won't be a price war of any description when the Vive Cosmos is released because it'll be at least twice as expensive as the Rift S knowing HTC.
Has it been confirmed that HTC is the manufacturer of the Cosmos? When it was announced I remember reading much speculation that it was a re-branded samsung WMR device. Weird we didn't hear anything about Cosmos or Rift-S until recently, sure seems like the start of an outsourced price war to me. I heard about the Cosmos first, I believe it was Steam's response to the Quest, then the Rift-S talk started, I believe Oculus's response to the Cosmos. In any case, I will probably eventually get one or all of them, but I won't be paying full price, that's for sure. I welcome the arrival of the Rift-S, Quest and Cosmos to the VR scene, but I will not be an early adopter of any of them. The money stays with me until more info, user reviews and prices stabilize.
HTC own the Vive IP and will be selling it, doesn't make any difference who manufactures it. Same with the Rift S. The Vive Cosmos is an HTC headset, the Oculus Rift S is an Oculus headset.
Well whoever is the parent co, they are still governed by the same economics as everyone else and I'm sure their stock holders will have a say in it. Just because they made bad decisions in the past doesn't mean they have to stay the course. The one thing they are allegedly better at was that lighthouse tracking. From my understanding the Cosmos is also abandoning that for inside out. If they are willing to abandon that, I think they are going to be on a much more aggressive course seeking the same customers Oculus is with their mobile line. I see no logic in expecting a company to continue making bad decisions based on their past. I'm not counting HTC/Vive out yet.
Oculus has left that high end PC-VR door absolutely wide open for them.
Don
EVGA Z390 Dark MB | I9 9900k| EVGA 3090 FTW3 Ultra |32 GB G Skill 3200 cl14 ram | Warthog Throttle | VKB Gunfighter Pro/MCG Pro grip | Crosswind Pedals | EVGA DG 87 Case| Rift S | Quest |
I think both are seeing there isn't a lot of profit there in that area. there are only so many 2080ti owners out there compared to the rest. There is a lot at stake with the next gen HMD for both. I don't think either can afford to be outdone that much by the other. I expect to see much hesitation for the first next gen gear to come out.
Gigabyte AB350 Ryzen 2700x, 16gb ddr 4 3200, 1080ti. Z800 HMD, DK1, DK2, CV1, Vive wireless, Quest, HP Reverb. Viewsonic 1080p 3D projector ASUS 3D vision monitor. UAD Apollo interface, Yamaha studio monitors.
I think both are seeing there isn't a lot of profit there in that area. there are only so many 2080ti owners out there compared to the rest. There is a lot at stake with the next gen HMD for both. I don't think either can afford to be outdone that much by the other. I expect to see much hesitation for the first next gen gear to come out.
Going by previous releases I think that HTC are going for a 2 year lifespan for their high end PC VR headsets and Oculus are going for 3 years.
HTC released the Vive in 2016 and the Vive Pro in 2018, so I think it's a safe bet for us to see a Vive 2 in 2020.
Oculus have released the Rift in 2016 and are releasing the Rift S in 2019, so I think there's a reasonably safe bet that we'll see the CV2 being released in 2022 and a CV2 S being released in 2025.
I don't think we'll see the Cosmos being released this year because that will mean they've released three headsets in three years. Same with the CV2 next year from Oculus too.
"This you have to understand. There's only one way to hurt a man who's lost everything. Give him back something broken."
Oculus/Facebook have a number of highly qualified and experienced professionals working on their VR products. They do a lot of market research and know their products better than anyone.
Yet all the armchair experts here seem to think they know better. Well, Zenbane always thinks he knows better, that's a given, but this thread and all the other ones here trying to tell Oculus how they are doing it wrong just make me laugh.
I think Oculus and other companies needs to get their act together tbh. Most people would have been pleased if Rift -S had Oculus Quest screens and kept the same design judging by the comments made on this forum. Why Oculus think they know best when lots of their customers are saying they won't be purchasing Rift -S, just proves they don't know what's best at all.
Why don't they involve their customers and listen to feedback instead of making some really crap decisions and doing it all their own way? Just a quick look at this forum would have told them that everyone was expecting Quest Screens. I just hope someone can step up to the plate and deliver a VR headsets that most people want. I don't think it's rocket science to know what will impress people most and want won't.
This isn't even about cost given the Oculus Quest has better hardware and costs the same as the Rift -S.
I think Oculus and other companies needs to get their act together tbh. Most people would have been pleased if Rift -S had Oculus Quest screens and kept the same design judging by the comments made on this forum. Why Oculus think they know best when lots of their customers are saying they won't be purchasing Rift -S, just proves they don't know what's best at all.
Why don't they involve their customers and listen to feedback instead of making some really crap decisions and doing it all their own way? Just a quick look at this forum would have told them that everyone was expecting Quest Screens. I just hope someone can step up to the plate and deliver a VR headsets that most people want. I don't think it's rocket science to know what will impress people most and want won't.
This isn't even about cost given the Oculus Quest has better hardware and costs the same as the Rift -S.
I too wanted the 1600p screens that are on the Quest.
But 1600p OLED is Pentile, whereas the LCD screen on Rift-S will be 1440p LCD RGB. The RGB layout allows for a higher packing of pixel density, therefore improving screen door effect from the Pentile layout. I own the GO and it looks pretty pretty pretty good.
Here's a pic showing the 1600p VivePro and 1440p GO:
I'm definitely buying Quest, but Rift-S won't enter Casa Grayskull unless it supports external sensors. I'd rather wait for a proper CV2, or wait for a competitor to release a proper product.
I think I agree with you.
Oculus-S announced.....Quest it is
Having said that...Rift - S is great as a improvement to the PC level entrance for those without Rift. And Makes me more excited for the generation after.
@ShocksOculus - I don't know much about screen technology, but to me the Oculus Go screen in your pic looks better then the Vive Pro. Even the blacks look blacker in the Oculus Go pic, so why are people saying Lcd displays more like grey?
Maybe I should just demo it some where before saying anything more.
@ShocksOculus - I don't know much about screen technology, but to me the Oculus Go screen in your pic looks better then the Vive Pro. Even the blacks look blacker in the Oculus Go pic, so why are people saying Lcd displays more like grey?
Maybe I should just demo it some where before saying anything more.
Ya! Now let me show you an image comparing the God Rays. Holy Cow that looks way better !
I think Oculus and other companies needs to get their act together tbh. Most people would have been pleased if Rift -S had Oculus Quest screens and kept the same design judging by the comments made on this forum. Why Oculus think they know best when lots of their customers are saying they won't be purchasing Rift -S, just proves they don't know what's best at all.
Why don't they involve their customers and listen to feedback instead of making some really crap decisions and doing it all their own way? Just a quick look at this forum would have told them that everyone was expecting Quest Screens. I just hope someone can step up to the plate and deliver a VR headsets that most people want. I don't think it's rocket science to know what will impress people most and want won't.
This isn't even about cost given the Oculus Quest has better hardware and costs the same as the Rift -S.
Like I've mentioned before, if the Oculus Quest had been worked on BEFORE the Oculus Go we'd see BOE's fast-switch LCDs in the Quest. Carmack, after seeing on good they fare in the Oculus Go, would have preferred to see them in the Quest instead of the OLED but time didn't allow for a switch.
I'd trust Carmack to know what's best rather than any of us lot, including my good self, because Carmack is GOD,
I think I'm going to hold off getting a Rift S until November I think so that we can get more of an idea from Abrash when a CV2 is likely to be seen. My money would be on 2022 for a CV2 with 4K displays and foveated rendering then 4025 for a CV2 S with the varifocal and POSSIBLY higher resolution displays.
"This you have to understand. There's only one way to hurt a man who's lost everything. Give him back something broken."
Well looking at these screens Rift -S looks good, so I'll take back all what I've said about it. I'm not holding onto CV1 when Rift-S actually looks better the Vive Pro, if these screen shots are anything to go by.
Comments
PSVR: PS4 Pro || Move Controllers || Aim controller
WMR: HP Reverb
Killing the Rift and providing an alternative that many may not want (or can't use due to need for greater IPD) - I'm not sure that's a great move - unless Oculus is forced to do so.
"Ask not what VR can do for you – ask what you can do for VR"
1) Change out the lens for better ones (the idea it has to be GO lenses is just example of what people want and not the product aka give us better lenses)
2) Change out the panels for higher resolution and full RGB only. (Don't fucking change anything else - the design and lay out was just fine for everyone. OLED even with its short falls still look amazing in the end).
3) Aim for more comfort - but don't take away anything else.
4) Improve for options later on (add that jack for people that do not want to use headphones and/or micro phone).
5) Honestly - lets make one change here - lets go for the new tracking method to help lower the requirements into getting into VR. Explain to everyone that, hey, this is a refresh so it will still provide a good enough experience, but may not be 100% the same as we had before. The benefit here is that now we don't have to deal with senors and the upside it removes more problems the old tracking had.
6) Remove some of the extra design elements for a more stream line lower cost shell while keeping the basic still there. For example removing the cloth around the headset (I don't mean the cloth inside) just the cloth on the outside.
7) Don't remove current features (such as IDP adjustment)
8) Fix some key issues of the current design. For example, instead of running a cable between the headphone - run flat wires that slide across each other to make the contact so nothing is stretch or pull when adjusting the head strap.
Price - 399 or 349$.
*I've open my Oculus Rift - there are more screws (and I mean thic screws too) in that thing then there is anything else. A LOT of plastic is used just for the shape and the shell. They could remove almost another 20% of that plastic off and have a better cost while providing the same design and look. Most of the metal that was use inside the headset could be turn into hard plastic as well or use another material instead while providing less weight.
SSDs: Intel 660p M.2 2TB, Samsung 860 Evo 1TB, 850 Evo 1TB, 840 Evo 1TB | Startech 4 controller PCIe USB 3.0
Custom built gaming desktop; i9 9900k (water cooled) oc to 5ghz, gtx 1080 ti, 32 gb 3000hz ram, 1 tb ssd, 4 tb hdd. Asus ROG Maximus xi hero wifi mb, StarTech 4 port/4 controller sata powered usb3.0 pcie card, PCI-E PCI Express to USB 3.1 Gen 2 card, Asus VG248QE 1080p 144hz gaming monitor, Oculus Rift cv1 w/2x sensors, Vive Pro w/2.0 base stations/Index controllers, Quest 1 w/Link and VD wireless (good/close 5Ghz wifi and PC with Ethernet cable to my Router).
Custom built gaming desktop; i9 9900k (water cooled) oc to 5ghz, gtx 1080 ti, 32 gb 3000hz ram, 1 tb ssd, 4 tb hdd. Asus ROG Maximus xi hero wifi mb, StarTech 4 port/4 controller sata powered usb3.0 pcie card, PCI-E PCI Express to USB 3.1 Gen 2 card, Asus VG248QE 1080p 144hz gaming monitor, Oculus Rift cv1 w/2x sensors, Vive Pro w/2.0 base stations/Index controllers, Quest 1 w/Link and VD wireless (good/close 5Ghz wifi and PC with Ethernet cable to my Router).
Weird we didn't hear anything about Cosmos or Rift-S until recently, sure seems like the start of an outsourced price war to me. I heard about the Cosmos first, I believe it was Steam's response to the Quest, then the Rift-S talk started, I believe Oculus's response to the Cosmos.
In any case, I will probably eventually get one or all of them, but I won't be paying full price, that's for sure. I welcome the arrival of the Rift-S, Quest and Cosmos to the VR scene, but I will not be an early adopter of any of them. The money stays with me until more info, user reviews and prices stabilize.
HTC own the Vive IP and will be selling it, doesn't make any difference who manufactures it. Same with the Rift S. The Vive Cosmos is an HTC headset, the Oculus Rift S is an Oculus headset.
Thomas Covenant, Unbeliever
EVGA Z390 Dark MB | I9 9900k| EVGA 3090 FTW3 Ultra |32 GB G Skill 3200 cl14 ram | Warthog Throttle | VKB Gunfighter Pro/MCG Pro grip | Crosswind Pedals | EVGA DG 87 Case| Rift S | Quest |
Good point @ohgrant - the truth seems a little more complicated. The current speculation is that the Cosmos is part of the Qualcomm initiative that is being supported by Pico, Samsung and Acer (to name three), and that this will be part of a Standalone/5G/tethered PC hybrid that will be launched Q4. The concept was shown, restrictively at MWC (image) along with the Focus Pro, and is linked to a major initiative from some AAA developers who are side stepping current generation headsets.
EVGA Z390 Dark MB | I9 9900k| EVGA 3090 FTW3 Ultra |32 GB G Skill 3200 cl14 ram | Warthog Throttle | VKB Gunfighter Pro/MCG Pro grip | Crosswind Pedals | EVGA DG 87 Case| Rift S | Quest |
Going by previous releases I think that HTC are going for a 2 year lifespan for their high end PC VR headsets and Oculus are going for 3 years.
HTC released the Vive in 2016 and the Vive Pro in 2018, so I think it's a safe bet for us to see a Vive 2 in 2020.
Oculus have released the Rift in 2016 and are releasing the Rift S in 2019, so I think there's a reasonably safe bet that we'll see the CV2 being released in 2022 and a CV2 S being released in 2025.
I don't think we'll see the Cosmos being released this year because that will mean they've released three headsets in three years. Same with the CV2 next year from Oculus too.
Thomas Covenant, Unbeliever
Yet all the armchair experts here seem to think they know better. Well, Zenbane always thinks he knows better, that's a given, but this thread and all the other ones here trying to tell Oculus how they are doing it wrong just make me laugh.
So thanks for the light entertainment
Why don't they involve their customers and listen to feedback instead of making some really crap decisions and doing it all their own way? Just a quick look at this forum would have told them that everyone was expecting Quest Screens. I just hope someone can step up to the plate and deliver a VR headsets that most people want. I don't think it's rocket science to know what will impress people most and want won't.
This isn't even about cost given the Oculus Quest has better hardware and costs the same as the Rift -S.
Want 970GTX on Macbook for good FPS?
https://forums.oculus.com/viewtopic.php?f=26&t=17349
Maybe I should just demo it some where before saying anything more.
Like I've mentioned before, if the Oculus Quest had been worked on BEFORE the Oculus Go we'd see BOE's fast-switch LCDs in the Quest. Carmack, after seeing on good they fare in the Oculus Go, would have preferred to see them in the Quest instead of the OLED but time didn't allow for a switch.
I'd trust Carmack to know what's best rather than any of us lot, including my good self, because Carmack is GOD,
I think I'm going to hold off getting a Rift S until November I think so that we can get more of an idea from Abrash when a CV2 is likely to be seen. My money would be on 2022 for a CV2 with 4K displays and foveated rendering then 4025 for a CV2 S with the varifocal and POSSIBLY higher resolution displays.
Thomas Covenant, Unbeliever
Nay sayer is a better word then the other word you used which was not the one to use. I'll wait for more reviews before this nay sayer decides though.