Good news, everyone: When you preorder Rift, you also reserve your spot oculus for Touch preorders. First in line for Rift=First in line for Touch.
It’s easy to see why: Facebook’s Oculus Rift has a ship date, Samsung Gear VR goggles are in stores, Sony has been teasing a PlayStation VR release date for the first half of 2016 and HTC Vive Pre has a rumored preorder date of Feb. 29. The gaming landscape has not changed this much since the release of the Nintendo Entertainment System in 1983. The jump to VR would make video games an immersive experience where the user controls the action.
The GDC’s 2016 State of the Industry acts as a snapshot of what’s happening with video games ahead of the conference. Questions include what platforms the developer is currently working on and plans to work on next. Other questions concern their confidence in the growth of eSports or the sustainability of VR. While there is a lot of uncertainty on the consumer side of VR, the developers creating the interactive entertainment are bullish on the new technology.
The Rift has the advantage of being the first widely available VR headset. The first development kits — given to backers who pledged more than $300 during Oculus’ Kickstarter campaign in 2012 — were shipped on March 29, 2013. The second development kit was released in 2014. Oculus also has a robust developers site providing tools and software to creators.
In terms of adoption, the large majority of developers (73 percent) believe VR will match the current install-base of game consoles, around 40 million at the time of the survey, at some point in the future. More specifically, 86 percent of developers believe it will happen by 2030. The questions regarding VR did not include potential hurdles that could limit the appeal of VR. Many people balked at the $600 price tag of the Rift when it was announced, while Sony and HTC have yet to reveal the price of their VR headsets.
We still don’t know pricing info, but you can expect the consumer Oculus Rift contest to cost more than $350 – and the PC required to power it will cost you significantly more than that. This May, Oculus revealed the recommended specs for the Rift , and it will require high-end (though not highest-end) parts like GPU and processor to maintain a consistent 90 fps while running two 1,200 x 1,080 displays (the per-eye resolution of the consumer Rift).